Does the "or" condition stack???

  • Thread starter Thread starter Toothy
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Toothy

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I'm trying to get either unit to die depending on a boolean variable.

When I try to stack two or more "or" conditions onto each other, the trigger does not work, as in the example below. I realize that I could make separate triggers for each condition, but I am working on a mass scale with 11 players and the filesize would increase dramatically. Has anyone gotten stacked "or's" to work??

Unit Group - Pick every unit in (Units in 2a <gen> matching ((invinc1 Equal to False) or (invinc2 Equal to False))) and do (Unit - Kill (Picked unit))
 
In your drop-down menu for conditions, scroll to the very bottom and look for "Or - Multiple Conditions" Thats what you want.
 
Hmm. I can choose "Or - Multiple Conditions" from the initial condition section in the trigger, but it doesn't show up INSIDE an action. I'm picking units matching a condition but the multiple conditions choice is nowhere to be found inside the action. Wtf.
 
Ahhh then you want If/then/else, Multiple functions.

when you open a new actions menu, dont select a category just scroll down some..

Using that, it will open a multple condition section ..
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Then - Actions
Else - Actions

At present its set to if all conditions are true. But you can change that using the Or, Multiple and putting it in there.
 
You've been very helpful so far, but I need to figure out one more step.

How would I kill a player's unit depending whether its boolean variable is false? Does it have something to do with the "matching unit" function?

Here's my trigger:

If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
invinc1 Equal to False
invinc3 Equal to False
Then - Actions
????????????????????
Else - Actions

I want player 1 to live because he has invincibility and invinc1 is set to true, while player 3 will die because invinc3 is still false. How would I say that in the action category? Hope this isnt too confusing. I'm confused. >_>
 
If I understand you right...

as long as invinc1 is True, that means he is invunerable.
same as if invinc 3 is fals it means that creep is vunerable..


If so, you need 2 things..
1 you need to set when he is or isnt invunerable, (which you may already have I dont know)

2, you need to define the condition it falls under..

What I mean by that is,..

Lets say you want the computer to kill 1 unit when the other becomes invincable.

If thats the case then your event trigger would need to check the conditions to see if they were true... for example.

Invinc1 is True,
Invinc3 is false

Action
Unit- Kill X unit.

chances are that would be an if/then/else statement by itself.

If I am not making myself clear or I am not getting what your asking please elaborate, You can also right click on the name of the trigger in the trigger window to "copy to text" and paste your trigger in here.
 
If there exists a condition that specifies whether or not a unit is invulnerable, it would make my question a helluvalot easier.

Is there?
 
there can be.. what you want is a variable.
ok first we need to figure out how they become invunerable...

If this is done by ability then we make a trigger who's event reflects that

(chances are this will work for you because your making him invunerable by an ability, course thats my guess)

1st, create an "Interger" variable (no array)
In this case mine is called Invunerable_Check

Untitled Trigger 001
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Invulnerable (Neutral)
Actions
Set Invunerable_Check = 1

This sets our variable to 1 in the event that a unit becomes invunerable.

Then you can use that variable for the rest of your triggers to define other actions.

IE...

Invunerable_Check Equal to 1
(interger Comparison)

Or.. if all you need to know is when a unit becomes invunerable.. use the 1st 2 things up there from event and condition..... Event Unit starts effect of ability and ability being case equal to XXX

Hope this helps.
 
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