Creeps Die Upon Birth

Ryuu

I am back with Chocolate (:
Reaction score
64
Well its a straightforward problem:
my creeps die upon creation.

And I have a natural powerful instinct its got something to do with this lines:

Code:
All Players
    Events
        Time - Every 0.03 seconds of game time
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                PlayerPickedHeroInt Equal to (Number of players in inGamePlayers)
            Then - Actions
                Wait 60.00 seconds
                Player Group - Pick every player in inGamePlayers and do (Actions)
                    Loop - Actions
                        [B]Set HPvalue_Dec = (HPvalue_Dec + (Real((Level of PlayerHero[(Player number of (Picked player))]))))
                Set HPvalue_Dec = (HPvalue_Dec / (Real((Number of players in inGamePlayers))))
                Set HPvalue_Dec = (HPvalue_Dec / 12.00)[/B]
                Trigger - Turn on Orange Spawn <gen>
            Else - Actions

Code:
Orange Spawn
    Events
        Time - Every 60.00 seconds of game time
    Conditions
    Actions
        For each (Integer A) from 1 to 4, do (Actions)
            Loop - Actions
                Unit - Order Tree of Creeps 0046 <gen> to Night Elf Ancients - Uproot
                Set CreepSpawnPoints[1] = (Center of OrangeTOPstart <gen>)
                Set CreepSpawnPoints[2] = (Center of OrangeTOPHstart <gen>)
                Set CreepSpawnPoints[3] = (Center of OrangeBTMHstart <gen>)
                Set CreepSpawnPoints[4] = (Center of OrangeBTMstart <gen>)
                Set tmpPoint = CreepSpawnPoints[(Integer A)]
                Special Effect - Create a special effect attached to the origin of Tree of Creeps 0046 <gen> using Abilities\Spells\NightElf\Blink\BlinkCaster.mdl
                Special Effect - Destroy (Last created special effect)
                Unit - Move Tree of Creeps 0046 <gen> instantly to tmpPoint
                Special Effect - Create a special effect attached to the origin of Tree of Creeps 0046 <gen> using Abilities\Spells\NightElf\Blink\BlinkTarget.mdl
                Special Effect - Destroy (Last created special effect)
                Custom script:   call RemoveLocation(udg_tmpPoint)
                -------- Orange Spawn, Treant --------
                For each (Integer B) from 1 to 3, do (Actions)
                    Loop - Actions
                        Set tmpPoint = (Position of Tree of Creeps 0046 <gen>)
                        Unit - Create 1 Treant for Player 6 (Orange) at tmpPoint facing Default building facing degrees
                        Custom script:   call RemoveLocation(udg_tmpPoint)
                        [B]Unit - Set life of (Last created unit) to ((Life of (Last created unit)) x HPvalue_Dec)[/B]
                        Set tmpPoint = (Center of regionArray[(Integer A)])
                        Unit - Order (Last created unit) to Attack-Move To tmpPoint
                        Custom script:   call RemoveLocation(udg_tmpPoint)
                -------- Orange Spawn, Huntress --------
                For each (Integer B) from 1 to 2, do (Actions)
                    Loop - Actions
                        Set tmpPoint = (Position of Tree of Creeps 0046 <gen>)
                        Unit - Create 1 Huntress for Player 6 (Orange) at tmpPoint facing Default building facing degrees
                        Custom script:   call RemoveLocation(udg_tmpPoint)
                        [B]Unit - Set life of (Last created unit) to ((Life of (Last created unit)) x HPvalue_Dec)[/B]
                        Set tmpPoint = (Center of regionArray[(Integer A)])
                        Unit - Order (Last created unit) to Attack-Move To tmpPoint
                        Custom script:   call RemoveLocation(udg_tmpPoint)
                -------- Orange Spawn, Mountain Giant --------
                Set tmpPoint = (Position of Tree of Creeps 0046 <gen>)
                Unit - Create 1 Mountain Giant for Player 6 (Orange) at tmpPoint facing Default building facing degrees
                Custom script:   call RemoveLocation(udg_tmpPoint)
                [B]Unit - Set life of (Last created unit) to ((Life of (Last created unit)) x HPvalue_Dec)[/B]
                Set tmpPoint = (Center of regionArray[(Integer A)])
                Unit - Order (Last created unit) to Attack-Move To tmpPoint
                Custom script:   call RemoveLocation(udg_tmpPoint)
                Custom script:   call RemoveLocation(udg_CreepSpawnPoints[GetForLoopIndexA()])
                Unit - Order Tree of Creeps 0046 <gen> to Night Elf Ancients - Uproot
 

Tom Jones

N/A
Reaction score
437
Try to display the value of HPvalue_Dec when you create units. If it's 0, then you have your problem. Next question is then why it's 0. It may be that inGamePlayers doesn't contain any players.
 

Ryuu

I am back with Chocolate (:
Reaction score
64
Well, it isn't zero.
As for the exact and actual value, I posted this post a day after I had a check on the variable value, so I couldn't really remember anything about it.

But it isn't zero, and that is all I can remember.
 

X-maul

AKA: Demtrod
Reaction score
201
try doing so thatif its more HPvalue_Dec is more than 1, then set it to 1..

and btw, the unit variable "PlayerHero" is set before you run this trigger?
 

bOb666777

Stand against the ugly world domination face!
Reaction score
117
A lot of things with a cap of 100% go back to 0 after reaching 100

For example, 110% transparency would be equal to 10%

I wouldn't be surprised if units' HP did the same thing

Also if your multiplier variable is something very low, like 0.001, it could kill the unit.
 

Ryuu

I am back with Chocolate (:
Reaction score
64
> try doing so thatif its more HPvalue_Dec is more than 1, then set it to 1..

I don't want to set it to 1.​

> and btw, the unit variable "PlayerHero" is set before you run this trigger?

Yes it is. On map init.​

> I wouldn't be surprised if units' HP did the same thing

I have tried playing only alone. Therefore, based on my formula explicitly shown on the first trigger, I should get the result:

1 / 1 = 1
1 / 12.0 = 0.83​

And, one of my creeps' health is 4500 - so it will be :

4500 * 0.83 = 375​

The creep is supposed to be created with 375 hp. This way it ensures that all is balanced and a level one hero don't go about killing a creep with so much health.​

However, the creeps die upon creation.
 
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