Manix
Well-Known Member
- Reaction score
- 29
Alright this is basically a teleporting system using regions, but it isn't working for some reason, I'll only post the part that's not working:
I have set those Game - Display blabla to check where the problem is, appears to be after the condition because 1 shows up, 2 doesn't.
To evade some questions I have everything set:
This is just to test out the system, that's why it only has a single instance of enterance and exit, there's just one house on the map. And for those who still haven't found out what this is all about, there are houses, when you approach the door you get sent to another part of the map which is separated from the playable area and is used for interiors ^^
Trigger:
- InteriorsInEnter
- Events
- Conditions
- ((Triggering unit) is in InteriorsGroup) Equal to True
- Actions
- Game - Display to (All players) the text: 1
- Unit Group - Remove (Triggering unit) from InteriorsGroup
- For each (Integer A) from 1 to 1, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Enterance[(Integer A)] contains (Triggering unit)) Equal to True
- Then - Actions
- Game - Display to (All players) the text: 2
- Set InteriorsPoint[(Player number of (Owner of (Triggering unit)))] = (Center of Exit[(Integer A)])
- Unit - Move (Triggering unit) instantly to InteriorsPoint[(Player number of (Owner of (Triggering unit)))]
- Camera - Pan camera for (Owner of (Triggering unit)) to InteriorsPoint[(Player number of (Owner of (Triggering unit)))] over 0.00 seconds
- Custom script: call RemoveLocation( udg_InteriorsPoint[GetConvertedPlayerId(GetOwningPlayer(GetTriggerUnit()))] )
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
I have set those Game - Display blabla to check where the problem is, appears to be after the condition because 1 shows up, 2 doesn't.
To evade some questions I have everything set:
Trigger:
- InteriorsInit
- Events
- Time - Elapsed game time is 0.00 seconds
- Conditions
- Actions
- Set InteriorsGroup = (Units in (Entire map) matching ((Player number of (Owner of (Matching unit))) Less than or equal to 10))
- Trigger - Run InteriorsRegionsSetup <gen> (checking conditions)
- For each (Integer A) from 1 to 1, do (Actions)
- Loop - Actions
- Trigger - Add to InteriorsInEnter <gen> the event (Unit - A unit enters Enterance[(Integer A)])
- Trigger - Add to InteriorsInLeave <gen> the event (Unit - A unit enters Exit[(Integer A)])
- Trigger - Add to InteriorsOutEnter <gen> the event (Unit - A unit leaves Enterance[(Integer A)])
- Trigger - Add to InteriorsOutLeave <gen> the event (Unit - A unit leaves Exit[(Integer A)])
- Loop - Actions
- Events
Trigger:
- InteriorsRegionsSetup
- Events
- Conditions
- Actions
- Set Enterance[1] = Enterance1 <gen>
- Set Exit[1] = Exit1 <gen>
This is just to test out the system, that's why it only has a single instance of enterance and exit, there's just one house on the map. And for those who still haven't found out what this is all about, there are houses, when you approach the door you get sent to another part of the map which is separated from the playable area and is used for interiors ^^