hero picking error...

arielavi

New Member
Reaction score
0
Trigger:
  • Players Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Player Group - Add Player 1 (Red) to game_playerteams[1]
      • Player Group - Add Player 2 (Blue) to game_playerteams[1]
      • Player Group - Add Player 3 (Teal) to game_playerteams[1]
      • Player Group - Add Player 4 (Purple) to game_playerteams[2]
      • Player Group - Add Player 5 (Yellow) to game_playerteams[2]
      • Player Group - Add Player 6 (Orange) to game_playerteams[2]
      • Player Group - Add Player 7 (Green) to game_playerteams[3]
      • Player Group - Add Player 8 (Pink) to game_playerteams[3]
      • Player Group - Add Player 9 (Gray) to game_playerteams[3]
      • Player Group - Add Player 10 (Light Blue) to game_playerteams[4]
      • Player Group - Add Player 11 (Dark Green) to game_playerteams[4]
      • Player Group - Add Player 12 (Brown) to game_playerteams[4]
      • For each (Integer A) from 1 to 4, do (Actions)
        • Loop - Actions
          • Player Group - Make game_playerteams[(Integer A)] treat game_playerteams[(Integer A)] as an Ally with shared vision
          • Player Group - Pick every player in game_playerteams[(Integer A)] and do (Actions)
            • Loop - Actions
              • Player Group - Add (Picked player) to game_playersall
              • Set game_remaningheroes[(Player number of (Picked player))] = 3

Trigger:
  • Heroes Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set game_herotypeagi[1] = Blademaster
      • Set game_countheroes[1] = 1
      • Set game_herotypeint[1] = Far Seer
      • Set game_herotypeint[2] = Mortar Team
      • Set game_herotypeint[3] = Priest
      • Set game_herotypeint[4] = Lich (Lich)
      • Set game_countheroes[2] = 4
      • Set game_herotypestr[1] = Pit Lord
      • Set game_herotypestr[2] = Paladin
      • Set game_herotypestr[3] = Tauren
      • Set game_herotypestr[4] = Mountain Giant
      • Set game_countheroes[3] = 4
      • Set game_countallheroes = (game_countheroes[1] + (game_countheroes[2] + game_countheroes[3]))

Trigger:
  • Hero Pick
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • ((Sold unit) is A Hero) Equal to True
    • Actions
      • Set game_remaningheroes[(Player number of (Picked player))] = (game_remaningheroes[(Player number of (Picked player))] - 1)
      • Unit Group - Add (Sold unit) to game_heropickgroup[(Player number of (Owner of (Buying unit)))]
      • For each (Integer game_generalintegers[1]) from 1 to 3, do (Actions)
        • Loop - Actions
          • For each (Integer game_generalintegers[2]) from 1 to game_countheroes[game_generalintegers[1]], do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Sold unit)) Equal to game_herotypeagi[game_generalintegers[2]]
                • Then - Actions
                  • Unit - Pause (Sold unit)
                  • Unit - Make (Sold unit) Invulnerable
                  • For each (Integer game_generalintegers[3]) from 1 to game_countheroes[1], do (Actions)
                    • Loop - Actions
                      • Player - Make game_herotypeagi[game_generalintegers[3]] Unavailable for training/construction by (Owner of (Buying unit))
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Sold unit)) Equal to game_herotypestr[game_generalintegers[2]]
                • Then - Actions
                  • Unit - Pause (Sold unit)
                  • Unit - Make (Sold unit) Invulnerable
                  • For each (Integer game_generalintegers[3]) from 1 to game_countheroes[3], do (Actions)
                    • Loop - Actions
                      • Player - Make game_herotypestr[game_generalintegers[3]] Unavailable for training/construction by (Owner of (Buying unit))
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of (Sold unit)) Equal to game_herotypeint[game_generalintegers[2]]
                • Then - Actions
                  • Unit - Pause (Sold unit)
                  • Unit - Make (Sold unit) Invulnerable
                  • For each (Integer game_generalintegers[3]) from 1 to game_countheroes[2], do (Actions)
                    • Loop - Actions
                      • Player - Make game_herotypeint[game_generalintegers[3]] Unavailable for training/construction by (Owner of (Buying unit))
                • Else - Actions
      • Player Group - Pick every player in game_playersall and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • game_remaningheroes[(Player number of (Owner of (Buying unit)))] Equal to 0
            • Then - Actions
              • Unit Group - Pick every unit in game_heropickgroup[(Player number of (Picked player))] and do (Actions)
                • Loop - Actions
                  • Unit - Make (Picked unit) Vulnerable
                  • Unit - Unpause (Picked unit)
                  • Unit Group - Remove (Picked unit) from game_heropickgroup[(Player number of (Picked player))]
                  • Unit Group - Add (Picked unit) to game_heroesgroup[(Player number of (Picked player))]
            • Else - Actions


the issue? units in team 2 dont get unpaused and vunerabled... can somebody help me?
 

Moridin

Snow Leopard
Reaction score
144
I think your bug is in the first action of the second trigger:

Set game_remaningheroes[(Player number of (Picked player))] = (game_remaningheroes[(Player number of (Picked player))] - 1)

You haven't picked any players..?

(Also, to help troubleshoot, you can litter your code with "Game - Display text" commands so that you know exactly where the bug starts occuring)
 
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