Crazy close gate trigger...

Jesuson

New Member
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0
Hello guys, this must be easy but I don´t know what I´m doing wrong...
I have a castle with a door, and two switchers, one for open and one for close it. The problem is:
- The gate doesn´t close becouse for the editor "gate open" is equal to "gate dead". So, if I delete the second condition in close trigger, if the gate is destroyed and the close switch is used the gate live again....

This is the triggers I'm using:
- Open Gate:
Events:
Unit-Unit enters openSwitchRegion​
Contitions:
1.Triggerin unit is in units owned by player 1
2.Random destructible in gateRegion<gen> is alive equal to true​
Actions:
Destructible - open random destructible in gateRegion​


-Close Gate:
Events:
Unit-Unit enters closeSwitchRegion​
Contitions:
1.Triggerin unit is in units owned by player 1
2.Random destructible in gateRegion<gen> is alive equal to true​
Actions:
Destructible - close random destructible in gateRegion​
 
H

hadha

Guest
not sure if i did understand you tho..

but

Contitions:

1.Triggerin unit is in units owned by player 1
2.Random destructible in gateRegion<gen> is dead equal to true

should work then..?
 

Jesuson

New Member
Reaction score
0
not yet...

It not fix the problem, I try to explain better:
For the close triguer, I have 2 conditions:

1. Triggerin unit is in units owned by player 1
I use this becouse only player one must use the switch.

2. Random destructible in gateRegion<gen> is alive equal to true
I use this becouse I don´t want than anyplayer can close the door if it´s dead.

If I use your solution the problem is the same, if the door is destroyed then "is dead" is true and the door can be closed (then it come to life again...)

The problem is than for the editor, gate opened is equal to dead...
I tried to use other triguer for remove the gate from the map when it´s dead, but then, if I open the gate (like "open gate" is equal to "dead gate") it´s removed.
 

Jesuson

New Member
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0
I don´t know how to choose the gate specificaly, destructibles hasn´t got an instance name... anyway, there´s only one destructible in that region, so the function ramdom return the gate, and the open gate trigger run ok, so I don´t think that´s the problem...
 

ShadowTek

New Member
Reaction score
23
Wow, I just now ran into this stupid problem. I'm glad I found your post, since I didn't immediately realize the relationship between open/close and alive/dead.

I looked at the JASS function for the GUI's open/close/destroy gate action, and I can see what the problem is.
JASS:
function ModifyGateBJ takes integer gateOperation, destructable d returns nothing
    if (gateOperation == bj_GATEOPERATION_CLOSE) then
        if (GetDestructableLife(d) &lt;= 0) then
            call DestructableRestoreLife(d, GetDestructableMaxLife(d), true)
        endif
        call SetDestructableAnimation(d, &quot;stand&quot;)
    elseif (gateOperation == bj_GATEOPERATION_OPEN) then
        if (GetDestructableLife(d) &gt; 0) then
            call KillDestructable(d)
        endif
        call SetDestructableAnimation(d, &quot;death alternate&quot;)
    elseif (gateOperation == bj_GATEOPERATION_DESTROY) then
        if (GetDestructableLife(d) &gt; 0) then
            call KillDestructable(d)
        endif
        call SetDestructableAnimation(d, &quot;death&quot;)
    else
        // Unrecognized gate state - ignore the request.
    endif
endfunction


As you can see, killing and restoring life to the gate is part of the "natural" process of opening or closing a gate with that particular GUI action.

I still needed to be able to tell the difference between a dead/open gate and an alive/closed gate, so I built a work-around for it.

Code:
OpenGate
    Events
        Unit - A unit enters Gate <gen>
    Conditions
    Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        GateIsOpen Equal to False
                        GateIsDestroyed Equal to False
                        Or - Any (Conditions) are true
                            Conditions
                                ((Entering unit) is (Approved Unit) equal to True
                    Then - Actions
                        Set GateLife = (Current life of Iron Gate (Vertical) 0042 <gen>)
                        Set OpeningGate = True
                        Destructible - Open Iron Gate (Vertical) 0042 <gen>
                        Set GateIsOpen = True

Code:
CloseGate
    Events
        Unit - A unit leaves Gate <gen>
    Conditions
        GateIsDestroyed Equal to False
        (Race of (Leaving unit)) Not equal to Undead
    Actions
        Set TempGroup[1] = (Units in Gate <gen> matching (Units that are able to open the gate)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Number of units in TempGroup[1]) Equal to 0
            Then - Actions
                Destructible - Resurrect Iron Gate (Vertical) 0042 <gen> with GateLife life and Show birth animation
                Animation - Play Iron Gate (Vertical) 0042 <gen>'s stand animation
                Set GateIsOpen = False
            Else - Actions
        Custom script:   call DestroyGroup( udg_TempGroup[1] )

Code:
GateDeath
    Events
        Destructible - Iron Gate (Vertical) 0042 <gen> dies
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                OpeningGate Equal to True
            Then - Actions
                Set OpeningGate = False
            Else - Actions
                Set GateIsDestroyed = True
                Custom script:   call DestroyTrigger( gg_trg_CloseGate )
                Custom script:   call DestroyTrigger( GetTriggeringTrigger() )
 
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