[Help] Trigger actions don't all act

Angrypuffin

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I'm making a very simple map to test a concept, and I'm getting hung up at a spot that I thought was easy.

I'm guiding the player through several stages of a selection process. They start the game owning an obelisk where they make their choices by "casting" various "spells" that correspond to their choice for that stage. Once they've made their choice for that stage, all of that stage's choice-abilities are removed, and the obelisk is given the next set of choice-abilities.

At least, that's how it should work. Unfortunately, I can't get it to remove all of the choice-abilities once one is picked. And it won't properly add the next stage of choice-abilities. It always removes /some/ of the choice-abilities, though, which is the confusing part. It looks like it's selectively processing the actions.

I've attached the map file (35kB).

And here's a copy of the trigger:

Trigger:
  • Pick Progression
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Unit-type of (Casting unit)) Equal to Obelisk of Hero Choosing
      • Progression[(Player number of (Owner of (Casting unit)))] Equal to 0
    • Actions
      • -------- Pure Intelligence --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Pure Intelligence Progression
        • Then - Actions
          • Game - Display to (Player group((Owner of (Casting unit)))) the text: Intelligence progre...
          • Set Progression[(Player number of (Owner of (Casting unit)))] = 1
        • Else - Actions
      • -------- Pure Strength --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Pure Strength Progression
        • Then - Actions
          • Game - Display to (Player group((Owner of (Casting unit)))) the text: Strength progressio...
          • Set Progression[(Player number of (Owner of (Casting unit)))] = 100
        • Else - Actions
      • -------- Pure Agility --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Pure Agility Progression
        • Then - Actions
          • Game - Display to (Player group((Owner of (Casting unit)))) the text: Agility progression...
          • Set Progression[(Player number of (Owner of (Casting unit)))] = 10
        • Else - Actions
      • -------- Balanced --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Balanced Progression
        • Then - Actions
          • Game - Display to (Player group((Owner of (Casting unit)))) the text: Balanced progressio...
          • Set Progression[(Player number of (Owner of (Casting unit)))] = 111
        • Else - Actions
      • -------- Agility-Intelligence --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Agility-Intelligence Progression
        • Then - Actions
          • Game - Display to (Player group((Owner of (Casting unit)))) the text: Agility-Intelligenc...
          • Set Progression[(Player number of (Owner of (Casting unit)))] = 11
        • Else - Actions
      • -------- Strength-Agility --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Strength-Agility Progression
        • Then - Actions
          • Game - Display to (Player group((Owner of (Casting unit)))) the text: Strength-Agility pr...
          • Set Progression[(Player number of (Owner of (Casting unit)))] = 110
        • Else - Actions
      • -------- Strength-Intelligence --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Strength-Intelligence Progression
        • Then - Actions
          • Game - Display to (Player group((Owner of (Casting unit)))) the text: Strength-Intelligen...
          • Set Progression[(Player number of (Owner of (Casting unit)))] = 101
        • Else - Actions
      • -------- Random --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Ability being cast) Equal to Random Progression
        • Then - Actions
          • Game - Display to (Player group((Owner of (Casting unit)))) the text: Random progression ...
          • Set Progression[(Player number of (Owner of (Casting unit)))] = (((Random integer number between 0 and 1) x 100) + (((Random integer number between 0 and 1) x 10) + (Random integer number between 0 and 1)))
        • Else - Actions
      • Game - Display to (Player group((Owner of (Casting unit)))) the text: (String(Progression[(Player number of (Owner of (Casting unit)))]))
      • -------- Remove Progression Ablities --------
      • Unit - Remove Agility-Intelligence Progression from (Casting unit)
      • Unit - Remove Balanced Progression from (Casting unit)
      • Unit - Remove Pure Agility Progression from (Casting unit)
      • Unit - Remove Pure Intelligence Progression from (Casting unit)
      • Unit - Remove Pure Strength Progression from (Casting unit)
      • Unit - Remove Random Progression from (Casting unit)
      • Unit - Remove Strength-Agility Progression from (Casting unit)
      • Unit - Remove Strength-Intelligence Progression from (Casting unit)
      • -------- Add Hero Choices --------
      • Unit - Add Archmage Model to (Casting unit)
 

Attachments

  • (1) Trigger Test 0.0.1.w3x
    35.1 KB · Views: 84

Angrypuffin

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Also: I've tried adding in a wait before removing the abilities, and it doesn't seem to work.

Some more details about what happens when you're picking "progression" choices:

-If you pick Pure Strength , you're left with Strength-Agility [SA], Strength-Intelligence [SI], and Random [R].
-If you pick Strength-Agility [SA], you're left with Strength-Intelligence [SI].
-If you pick A, you're left with S, SA, SI, I, and R.
-If you pick SI, you're left with nothing- but it still doesn't correctly give the choices for the next stage.
-If you pick Balanced [SAI], you're left with S, SA, A, SI, I, and R.
-If you pick I, you're left with S, SA, SI, and R.
-If you pick AI, you're left with S, SA, A, SI, SAI, I, R.
-If you pick R, you're left with SA and SI.

Any thoughts?
 

Angrypuffin

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Sorry about that. Thanks for the pointer.

Has anyone else had problems like this, where the trigger is clearly executing, but some of the actions don't seem to be happening?
 

HydraRancher

Truth begins in lies
Reaction score
197
Try pausing the unit before removing and adding the abilities. Not sure if it will work, but give it a try.
 

Angrypuffin

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Ah, okay. I figured it out.

The game freaks out if you try to remove the ability that is the ability being casted in the "unit begins the effect of an ability" event. The rest of the trigger actions won't execute. If I just disable the line that tells it to remove that particular spell, it works fine.

Guess I'll have to abandon my clever idea of using the same building to do all stages of hero building by totally giving it different sets of abilities each time the user makes a choice.

However, removing the casting unit, replacing it with another unit that has the next set of abilities, and selecting that new unit for the user works fine. Example:

Trigger:
  • Pick Progression
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Unit-type of (Casting unit)) Equal to Step 1 - Choose Progression
    • Actions
      • -------- Switch to next Obelisk --------
      • Unit - Remove (Casting unit) from the game
      • Unit - Create 1 Step 2 - Choose Model for (Owner of (Casting unit)) at ((Owner of (Casting unit)) start location) facing Default building facing degrees
      • Unit - Make (Last created unit) Invulnerable
      • Selection - Select (Last created unit) for (Owner of (Last created unit))


Working example attached!
 

Attachments

  • (1) Trigger Test 0.0.2.w3x
    35.7 KB · Views: 84

Rushhour

New Member
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46
And another thing: Dont use "casting unit" but "trigger unit", it returns the same unit, but 'casting unit' won't work after you add a wait, I once got mad till I found out :D
 

Angrypuffin

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2
Dont use "casting unit" but "trigger unit", it returns the same unit, but 'casting unit' won't work after you add a wait, I once got mad till I found out

Oh, wow, haha. That's amazingly useful.

When I went back to the old version of the map, instituted a .01 second wait, and then changed everything from "casting unit" to "triggering unit", it worked the original way I'd intended.

Now I've got to decide which way I want to do it!
 
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