Couple Mapping Questions

ImmortaL_GoD

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Does it HAVE to be loop? And why does it have to be alive..? And you use "or" instead of "and" I used "and" for a different one and it worked?

EDIT: Sweet, got most of em to work, heh. Also, mine WAS picked unit the whole time, I just had and I think, instead of or, and kept mixing em up, dunno.

Also, for the Beacon of Deception, would a loop make it more effective or w/e (although I got it to work with using "or")?
 

ImmortaL_GoD

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One of one's I copy pasted... Also something weird happened with Beacon of Deception, it only moved SOME of the unit types, lol, not all.
 

Komaqtion

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No, don't think a loop would make a difference ;)
And i have no idea why that happened XD lol
 

Angel_Island

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Trigger:
  • Unit Group - Pick every unit in temp_group and do (Actions)
    • Loop - Actions
      • Player - Set (Owner of (Triggering unit)) Current gold to (((Owner of (Triggering unit)) Current gold) + 4000)
      • Unit - Kill (Matching unit)

Maybe you should change that to picked unit? It's still not removed in triggers.
 

Komaqtion

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Why did you loop the killing/changing ownership one then?

What loop ?

And btw, why use set property here ???:
Trigger:
  • Unit Group - Pick every unit in temp_group and do (Actions)
    • Loop - Actions
      • Player - Set (Owner of (Triggering unit)) Current gold to (((Owner of (Triggering unit)) Current gold) + 4000)
      • Unit - Kill (Matching unit)


just use Add property instead ;)
 

ImmortaL_GoD

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Don't think it really makes a difference does it?

Beacon doesn't seem to be working properly:

Trigger:
  • Beacon of Deception Red
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
      • (BeaconofDeception[1] is alive) Equal to True
    • Actions
      • Set temp_group = (Units in (Playable map area)(((Unit-type of (Matching unit)) Equal to |c00800080Dark Elf Archer) or (((Unit-type of (Matching unit)) Equal to |c00800080Dark Elf Swordsman) or (((Unit-type of (Matching unit)) Equal to |cFF333333Ghoul) or (((Unit-type of (Matc
      • Unit Group - Order temp_group to Move To (Center of Center <gen>)
      • Custom script: call DestroyGroup (udg_temp_group)


and Mana Draw still doesn't work:
Trigger:
  • Mana Draw
    • Events
      • Unit - A unit enters Mana Draw <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to |cffffcc00Slave
    • Actions
      • Game - Display to (Owner of (Triggering unit)), at offset (0.00, 0.00) the text: |c00d9d9ffYou cast ...
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is owned by Player 1 (Red)) Equal to True
          • ((Owner of (Triggering unit)) Current gold) Greater than or equal to 5000
          • (Number of units in (Units in Red Spawn <gen>((Unit-type of (Matching unit)) Equal to |c00ff0000Orc Raider))) Equal to 10
        • Then - Actions
          • Set temp_group = (Units in Red Spawn <gen>((Number of units in (Units in Red Spawn <gen>((Unit-type of (Matching unit)) Equal to |c00ff0000Orc Raider))) Equal to 10))
          • Unit Group - Pick every unit in temp_group and do (Actions)
            • Loop - Actions
              • Player - Set (Owner of (Triggering unit)) Current gold to (((Owner of (Triggering unit)) Current gold) + 4000)
              • Unit - Kill (Picked unit)
        • Else - Actions
          • Do nothing
          • Set temp_point = (Center of Mana Draw Finish <gen>)
      • Unit - Move (Triggering unit) instantly to temp_point
      • Custom script: call RemoveLocation (udg_temp_point)


I'd rather the "temp_group" just be removed, since I don't want it to say "cast mana draw" if there isn't enough units there. But I tried just keeping the condition and using matched unit, but it didn't work.

EDIT:
Trigger:
  • Forgot to add: Replicate
    • Events
      • Unit - A unit enters Replicate <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to |cffffcc00Slave
      • ((Owner of (Triggering unit)) Current gold) Greater than or equal to 9000
    • Actions
      • Player - Set (Owner of (Triggering unit)) Current gold to (((Owner of (Triggering unit)) Current gold) - 9000)
      • Game - Display to (Owner of (Triggering unit)), at offset (0.00, 0.00) the text: |c00d9d9ffYou cast ...
      • Dialog - Create a dialog button for DialogGameMode labelled |c00ff0000Red Mage
      • Set ButtonsGameMode[1] = (Last created dialog Button)
      • Dialog - Create a dialog button for DialogGameMode labelled |c00800080Purple Ma...
      • Set ButtonsGameMode[2] = (Last created dialog Button)
      • Dialog - Create a dialog button for DialogGameMode labelled |c00000000Black Mag...
      • Set ButtonsGameMode[3] = (Last created dialog Button)
      • Dialog - Create a dialog button for DialogGameMode labelled |c000000ffBlue Mage
      • Set ButtonsGameMode[4] = (Last created dialog Button)
      • Dialog - Create a dialog button for DialogGameMode labelled |c00ffffffWhite Mag...
      • Set ButtonsGameMode[5] = (Last created dialog Button)
      • Dialog - Create a dialog button for DialogGameMode labelled |c0000ff00Green Mag...
      • Set ButtonsGameMode[6] = (Last created dialog Button)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is owned by Player 1 (Red)) Equal to True
        • Then - Actions
          • Dialog - Show DialogGameMode for Player 1 (Red)
          • Trigger - Turn on Replicate Units Red <gen>
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is owned by Player 4 (Purple)) Equal to True
        • Then - Actions
          • Dialog - Show DialogGameMode for Player 4 (Purple)
          • Trigger - Turn on Replicate Units Purple <gen>
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is owned by Player 12 (Brown)) Equal to True
        • Then - Actions
          • Dialog - Show DialogGameMode for Player 12 (Brown)
          • Trigger - Turn on Replicate Units Black <gen>
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is owned by Player 2 (Blue)) Equal to True
        • Then - Actions
          • Dialog - Show DialogGameMode for Player 2 (Blue)
          • Trigger - Turn on Replicate Units Blue <gen>
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is owned by Player 9 (Gray)) Equal to True
        • Then - Actions
          • Dialog - Show DialogGameMode for Player 9 (Gray)
          • Trigger - Turn on Replicate Units White <gen>
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is owned by Player 7 (Green)) Equal to True
        • Then - Actions
          • Dialog - Show DialogGameMode for Player 7 (Green)
          • Trigger - Turn on Replicate Units Green <gen>
        • Else - Actions
          • Do nothing
      • Set temp_point = (Center of Replicate Finish <gen>)
      • Unit - Move (Triggering unit) instantly to temp_point
      • Custom script: call RemoveLocation (udg_temp_point)
      • Trigger - Turn on Clone Units <gen>
For this one, the dialogs keep stacking every time the unit reenters the rect. How to get rid of em after the first use?

Trigger:
  • Divine Protection
    • Events
      • Unit - A unit enters Divine Protection <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to |cffffcc00Slave
      • ((Owner of (Triggering unit)) Current gold) Greater than or equal to 18000
    • Actions
      • Player - Set (Owner of (Triggering unit)) Current gold to (((Owner of (Triggering unit)) Current gold) - 18000)
      • Game - Display to (Owner of (Triggering unit)), at offset (0.00, 0.00) the text: |c00d9d9ffYou cast ...
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is owned by Player 1 (Red)) Equal to True
        • Then - Actions
          • Unit Group - Pick every unit in temp_group and do (Actions)
            • Loop - Actions
            • Unit - Make (Picked unit) Invulnerable
            • Special Effect - Create a special effect attached to the origin of (Picked unit) using Abilities\Spells\Human\DivineShield\DivineShieldTarget.mdl
            • Wait 15.00 seconds
            • Special Effect - Destroy (Last created special effect)
            • Unit - Make (Picked unit) Vulnerable
          • Custom script: call DestroyGroup (udg_temp_group)
        • Else - Actions
          • Do nothing
      • Set temp_point = (Center of Divine Protection Finish <gen>)
      • Unit - Move (Triggering unit) instantly to temp_point
      • Custom script: call RemoveLocation (udg_temp_point)
This seems to keep messing up as well, it doesn't take the invuln off for some reason =/. I tried changing the "Unit - Make (Picked unit) Vulnerable" to that, from Unit Group - Pick every unit in temp_group and do (Unit - Make (Picked unit) Vulnerable) before.

Trigger:
  • Enhancement
    • Events
      • Unit - A unit enters Enhancement <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to |cffffcc00Slave
      • ((Owner of (Triggering unit)) Current gold) Greater than or equal to 6000
    • Actions
      • Player - Set (Owner of (Triggering unit)) Current gold to (((Owner of (Triggering unit)) Current gold) - 6000)
      • Game - Display to (Owner of (Triggering unit)), at offset (0.00, 0.00) the text: |c00d9d9ffYou cast ...
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is owned by Player 1 (Red)) Equal to True
        • Then - Actions
          • Set temp_group = (Units in (Playable map area)(((Matching unit) is owned by Player 1 (Red)) Equal to True))
          • Unit Group - Pick every unit in temp_group and do (Actions)
            • Loop - Actions
          • Special Effect - Create a special effect attached to the overhead of (Picked unit) using Abilities\Spells\Human\Resurrect\ResurrectCaster.mdl
          • Unit - Add Enchantment (Damage) to (Picked unit)
          • Unit - Add Enchantment (Armor) to (Picked unit)
          • Wait 15.00 seconds
          • Special Effect - Destroy (Last created special effect)
          • Unit - Remove Enchantment (Damage) to (Picked unit)
          • Unit - Remove Enchantment (Armor) to (Picked unit)
          • Custom script: call DestroyGroup (udg_temp_group)
        • Else - Actions
          • Do nothing
      • Set temp_point = (Center of Enhancement Finish <gen>)
      • Unit - Move (Triggering unit) instantly to temp_point
      • Custom script: call RemoveLocation (udg_temp_point)
Same problem with this one, still not removing after 15 seconds.

FYI: The awkwardness of the loops is just a shitty pastejob.
 

Komaqtion

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You don't think you could send me the map ???
It's much easier to edit there ;)
 

Komaqtion

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1.Well, ok, are you sure that BeaconofDeception [1] IS alive !?
2.Are you sure you have over 5000 gold, and there are atleast 10 orc raider in that region ?? And btw, what variable type is temp_group ? It seems you have used Number of units in region there, that shouldn't be possible in a Unit Group variable XD
3.Might be abit tricky, since you almost HAVE to use locals, but you could use an boolean variable with like 2-3k arrays, and each time a unit enters the region, use:
Set Boolean[Custom value of (Triggering Unit)] = True
and add another condition to the trigger, like Boolean[Custom value of (Triggering Unit)] Not equal to True :S

Will check back on the other ones later ;)
 

ImmortaL_GoD

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1. Yes.
2. Yes. Dunno how else to do it. =/
3. Hm.. not sure exactly how to do this/what it would do? Doesn't the 'unit enters rect' already propose this?
 

Komaqtion

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3. well, just came up with something, just set entering units custom value to 1, and then as a condition check if Custom value of (Triggering Unit) Not equal to 1

2. i also asked what type of variable temp_group was,but now i just want to know why you have used this comparison,
Units in Red Spawn <gen>((Number of units in (Units in Red Spawn <gen>((Unit-type of (Matching unit)) Equal to |c00ff0000Orc Raider))) Equal to 10))

since you've already checked if there are 10 unit in there, use this instead:
Trigger:
  • Set Temp_Group = (Units in Region 1 &lt;gen&gt; matching ((Unit-type of (Matching unit)) Equal to |c00ff0000Orc Raider))
 

ImmortaL_GoD

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Hmm, can you explain how that works exactly, or what it does? Entering unit would be the dialog? Or something.

Yeah, I know, I think I forgot to put in the thread that I tried removing either or and trying it, but neither worked alone =/. I have it just as the temp_group right now, and it's the same variable as the rest (unit group).
 

Komaqtion

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Use this:
Trigger:
  • Replicate
    • Events
      • Unit - A unit enters Replicate &lt;gen&gt;
    • Conditions
      • (Custom value of (Triggering unit)) Not equal to 1
    • Actions
      • Unit - Set the custom value of (Triggering unit) to 1
      • Put your other actions here <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />
 
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