Dead cant stand light

Bug

New Member
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1
Hi everyone, its me again.
Now I want to make a trigger wich damages undead when the sun is up and they are not on blight, but it does it even when the unit stands on blight, any thoughts?
Trigger:
  • Nap
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is Undead) Equal to True)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) has buff Aura of Blight) Equal to False
              • ((In-game time of day) Less than 19.00) or ((In-game time of day) Greater than 7.00)
            • Then - Actions
              • Unit - Cause (Random unit from (Units of type hung (Level 1))) to damage (Picked unit), dealing 10.00 damage of attack type Spells and damage type Normal
              • Game - Display to (All players) the text: neg
            • Else - Actions
 

Setharoth114

New Member
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5
Perphaps change their classification each time they enter a blighted area so that they are no longer undead? That might work.
 

Moridin

Snow Leopard
Reaction score
144
Do undead units automatically get "Aura of Blight" when they're on blight?

You could just check that the point the unit is standing over is blighted ground using a boolean condition?
Edit: The condition in particular is "Environment - Point is Blighted". Boolean condition. :)

Also, a note, your trigger leaks.
 

Moridin

Snow Leopard
Reaction score
144
Here (All boldened are unit group leaks):

Unit Group - Pick every unit in (Units in (Playable map area) matching (((Matching unit) is Undead) Equal to True)) and do (Actions)

Unit - Cause (Random unit from (Units of type hung (Level 1))) to damage (Picked unit), dealing 10.00 damage of attack type Spells and damage type Normal

Leaks and Fixing them! :)

Also, in the case of this particular trigger, I would try this: (leakless btw)

Trigger:
  • Nap
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set Temp_Group = (Units in (Playable Map Area) matching (((Matching unit) is Undead) Equal to True))
      • Unit Group - Pick every unit in Temp_Group matching and do (Actions)
        • Loop - Actions
          • Set Temp_Point = (Position of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Temp_Point is blighted) Equal to True
              • ((In-game time of day) Less than 19.00) or ((In-game time of day) Greater than 7.00)
            • Then - Actions
              • Set Temp_Group_2 = (Random 1 unit from (Units of type hung (Level 1)))
              • Unit - Cause Temp_Group_2 to damage (Picked unit), dealing 10.00 damage of attack type Spells and damage type Normal
              • Game - Display to (All players) the text: neg
              • Custom script: call DestroyGroup (udg_Temp_Group_2)
            • Else - Actions
          • Custom script: call RemoveLocation (udg_Temp_Point)
      • Custom script: call DestroyGroup (udg_Temp_Group)
 

Bug

New Member
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1
Thank you, these suggestions worth a lot^^ But still, both of them getting damaged, the funny thing is that the one on blight regenerating it fully, should I just leave it like that? xD
Trigger:
  • Nap
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set tempgroup = (Units in (Playable map area) matching (((Triggering unit) is Undead) Equal to True))
      • Unit Group - Pick every unit in tempgroup and do (Actions)
        • Loop - Actions
          • Set Temploc = (Position of (Picked unit))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Temploc is blighted) Equal to False
              • ((In-game time of day) Less than 19.00) or ((In-game time of day) Greater than 7.00)
            • Then - Actions
              • Set tempgroup2 = (Units of type hung (Level 1))
              • Unit - Cause (Random unit from tempgroup2) to damage (Picked unit), dealing 10.00 damage of attack type Spells and damage type Normal
              • Game - Display to (All players) the text: neg
              • Custom script: call DestroyGroup(udg_tempgroup2)
            • Else - Actions
          • Custom script: call RemoveLocation(udg_Temploc)
      • Custom script: call DestroyGroup(udg_tempgroup)

Oh yeah, I made a blighted terrain piece for testing, does that count? I mean the blightsource is not a unit/building.
 

Bug

New Member
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1
Kind of laggy with lots of units (you know, undead comes in mass numbers:D).
 
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