Consulting Custom Value ingame

joaoac

Active Member
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11
I'm trying to do a trigger that when ingame, you select an unit and type "-cvalue" and the game answers with the actual custom value of the unit. But didn't get any good results.

Could someone show me a good trigger for this?
Thanks for advance!
 

oorosco

New Member
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Here you go
Code:
Untitled Trigger 001
    Events
        Player - Player 1 (Red) types a chat message containing -cvalue as An exact match
    Conditions
    Actions
        Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((picked unit) is selected by (Triggering player)) Equal to True
                    Then - Actions
                        Game - Display to (Player group((Triggering player))) the text: (Custom value is...  + (String((Custom value of (Picked unit)))))
                    Else - Actions
 

Exide

I am amazingly focused right now!
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You could have two triggers:
-cvalue, and
-cvalue off
Which turns a boolean variable True/False.

Then have a trigger that, when a unit is selected, returns the custom value of selected unit, BUT only if Cvalue variable = True.
 

Exide

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joaoac

Active Member
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Yours, however, creates leaks..
-Oh and more important, wont work.
Why won't work? Cos of the "triggering player" ?

Are there any problem if the unit did'nt have any custom value attached yet?
 

Exide

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-I'm guessing it would return '0', if you haven't set a unit's custom value to anything else.
 

Squishy

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Why not just do
Code:
Trigger
    Events
        Player - Player 1 (Red) skips a cinematic sequence
    Conditions
    Actions
        Unit Group - Pick every unit in (Units currently selected by Player 1 (Red)) and do (Actions)
            Loop - Actions
                Game - Display to (Player group((Triggering player))) the text: (Custom Value is  + (String((Custom value of (Picked unit)))))

Oorosco, your trigger doesn't work. I tested it.
 

Exide

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Because, Squishy, that leaks as well, AND it possibly selects several units. :p
 

oorosco

New Member
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Dude... stop with the leak topic, he asks us "how" we tell him "how" but we dont' hold his hand through the process.
If you give a man fish he'll be fed for a day, you teach a man to fish he will be fed for a life time
 

Exide

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I already told him how, but you guys keep coming with bad ideas that needs to be shot down! :p
 

oorosco

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Mine is right, takes up less space, all he needs to do is use a temp group... Which is 50% the work of yours.
 

Squishy

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>You guys keep coming up with bad ideas that need to be shot down
Bad ideas? Mine is simpler than yours, and making it leak free is easy enough.

>It possibly selects several units
Well, if the player has more than one unit selected, shouldn't it return the custom value of all of them?

EDIT: Oroosco, you trigger does not work, neither does the new edited one.
 

Squishy

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My trigger is the same as yours, except it is shorter. Why make a unit group that runs every unit through a check when you can just set the unit group to all the units it would pick normally?
 

Ghan

Administrator - Servers are fun
Staff member
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889
Tested, verified, and leak free:

Code:
Custom Value
    Events
    Conditions
    Actions
        Set TempGroup = (Units currently selected by (Triggering player))
        Unit Group - Pick every unit in TempGroup and do (Actions)
            Loop - Actions
                Game - Display to (Player group((Triggering player))) the text: ((Name of (Picked unit)) + ( Custom Value:  + (String((Custom value of (Picked unit))))))
        Custom script:   call DestroyGroup(udg_TempGroup)

For the event, put this in some Melee Init trigger, or so:

Code:
Player Group - Pick every player in (All players) and do (Actions)
    Loop - Actions
        Trigger - Add to Custom Value <gen> the event (Player - (Picked player) types a chat message containing -cvalue as An exact match)
 

Exide

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Trigger 1:

Code:
Untitled Trigger 001
    Events
        Player - Player 1 (Red) types a chat message containing -cvalue as An exact match
    Conditions
    Actions
        Set CValueCheck = True

Trigger 2:

Code:
Untitled Trigger 002
    Events
        Player - Player 1 (Red) types a chat message containing -cvalue off as An exact match
    Conditions
    Actions
        Set CValueCheck = False

Trigger 3:

Code:
Untitled Trigger 003
    Events
        Player - Player 1 (Red) Selects a unit
    Conditions
        Night Equal to True
    Actions
        Game - Display to Player Group - Player 1 (Red) the text: (Custom Value of Unit:  + (String((Custom value of (Triggering unit)))))

-Will only work for Player 1 Red. Figure out the rest yourself. :p
 

Squishy

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@Ghan
Why do you add the event to the trigger through another trigger?

@Exide
I don't think thats what he wanted to do.
 

Ghan

Administrator - Servers are fun
Staff member
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889
> Why do you add the event to the trigger through another trigger?

It's shorter. In GUI, anyway....
Looks better than having a list of 12 or so players under the events section. :p
 
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