phyrex1an
Staff Member and irregular helper
- Reaction score
- 445
-EDIT-
I solved it. Just ignore.
I forgott that I have also done one small change in another trigger...
And that change was the cause.
Ok now I nearly finished my map and als added some floating texts.
My first problem was how to destroy the tex after 3 sec.
I used local variables like this:
Sell heads
Events
Unit - A unit enters Sell Heads <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Custom script: local texttag udg_LOCALfloatingtext
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Entering unit) has an item of type Head) Equal to True
Then - Actions
Game - Display to (Player group((Owner of (Entering unit)))) for 30.00 seconds the text: Thanks for the head
Floating Text - Create floating text that reads (String(((Charges remaining in (Item carried by (Entering unit) of type Head)) x 50))) above Hero[(Player number of (Triggering player))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 10.00% transparency
Set LOCALfloatingtext = (Last created floating text)
Floating Text - Set the velocity of LOCALfloatingtext to 64.00 towards 90.00 degrees
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Entering unit) in slot (Integer A))) Equal to Head
Then - Actions
Item - Remove (Item carried by (Entering unit) in slot (Integer A))
Player - Add 50 to (Owner of (Entering unit)) Current gold
Else - Actions
Do nothing
Wait 3.00 seconds
Floating Text - Destroy LOCALfloatingtext
Else - Actions
Game - Display to (Player group((Owner of (Entering unit)))) for 7.00 seconds the text: Bring us heads from...
The only changes I done since I last tested and all worked was to add those custom skript in the first trigger.
First I added the script wrong an I came up an error message. I fixed that and
non it works.
But now i have another problem... My trigger that moves units accross different areas is messed up
This is how it looks:
Enter1
Events
Unit - A unit enters Gate1in <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of (Triggering unit)) Greater than or equal to 10
Then - Actions
Unit - Move (Triggering unit) instantly to (Center of Gate1into <gen>)
Else - Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You cannot pass thr...
But this is what is do in the game:
Enter1
Events
Unit - A unit enters Gate1in <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of (Triggering unit)) Greater than or equal to 10
Then - Actions
Floating Text - Create floating text that reads SEARCH above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 10.00% transparency
Special effect - (Create some wierd effeckt)
Unit - Move (Triggering unit) instantly to (Center of Gate1into <gen>)
Else - Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You cannot pass thr...
The floting text and the effect is permanent.
My question is:
What is wrong?
How to fix it?
-EDIT-
I detected another thing my move trigger does after the script in Sell heads. It moves the entering unit to center of map an then to the right region.
I solved it. Just ignore.
I forgott that I have also done one small change in another trigger...
And that change was the cause.
Ok now I nearly finished my map and als added some floating texts.
My first problem was how to destroy the tex after 3 sec.
I used local variables like this:
Sell heads
Events
Unit - A unit enters Sell Heads <gen>
Conditions
((Entering unit) is A Hero) Equal to True
Actions
Custom script: local texttag udg_LOCALfloatingtext
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Entering unit) has an item of type Head) Equal to True
Then - Actions
Game - Display to (Player group((Owner of (Entering unit)))) for 30.00 seconds the text: Thanks for the head
Floating Text - Create floating text that reads (String(((Charges remaining in (Item carried by (Entering unit) of type Head)) x 50))) above Hero[(Player number of (Triggering player))] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 10.00% transparency
Set LOCALfloatingtext = (Last created floating text)
Floating Text - Set the velocity of LOCALfloatingtext to 64.00 towards 90.00 degrees
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Item-type of (Item carried by (Entering unit) in slot (Integer A))) Equal to Head
Then - Actions
Item - Remove (Item carried by (Entering unit) in slot (Integer A))
Player - Add 50 to (Owner of (Entering unit)) Current gold
Else - Actions
Do nothing
Wait 3.00 seconds
Floating Text - Destroy LOCALfloatingtext
Else - Actions
Game - Display to (Player group((Owner of (Entering unit)))) for 7.00 seconds the text: Bring us heads from...
The only changes I done since I last tested and all worked was to add those custom skript in the first trigger.
First I added the script wrong an I came up an error message. I fixed that and
non it works.
But now i have another problem... My trigger that moves units accross different areas is messed up
This is how it looks:
Enter1
Events
Unit - A unit enters Gate1in <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of (Triggering unit)) Greater than or equal to 10
Then - Actions
Unit - Move (Triggering unit) instantly to (Center of Gate1into <gen>)
Else - Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You cannot pass thr...
But this is what is do in the game:
Enter1
Events
Unit - A unit enters Gate1in <gen>
Conditions
((Triggering unit) is A Hero) Equal to True
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Hero level of (Triggering unit)) Greater than or equal to 10
Then - Actions
Floating Text - Create floating text that reads SEARCH above (Triggering unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 10.00% transparency
Special effect - (Create some wierd effeckt)
Unit - Move (Triggering unit) instantly to (Center of Gate1into <gen>)
Else - Actions
Game - Display to (Player group((Owner of (Triggering unit)))) the text: You cannot pass thr...
The floting text and the effect is permanent.
My question is:
What is wrong?
How to fix it?
-EDIT-
I detected another thing my move trigger does after the script in Sell heads. It moves the entering unit to center of map an then to the right region.


