Local Trigger Help!

Juggernaut

I don't know what to change it to
Reaction score
33
I am having trouble making a spell work.
It's a channel based ability - Point targeted.
It picks units in the AoE and does some stuff.
Here is trigger, Why doesn't it work?
Code:
Untitled Trigger 001
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Channel 
    Actions
        Custom script:   local unit udg_unit
        Custom script:   local group udg_Group
        Custom script:   local integer udg_integer
        Custom script:   local location udg_Point
        Set Point = (Target point of ability being cast)
        Set Group = (Units within (650.00 + (100.00 x (Real((Level of Channel  for (Triggering unit)))))) of Point matching ((Matching unit) Not equal to (Triggering unit)))
        Unit Group - Pick every unit in Group and do (Actions)
            Loop - Actions
                Set integer = (integer + 1)
                Set unit[integer] = (Picked unit)
               <Actions>
                Trigger - Run Untitled Trigger 002 <gen> (checking conditions)
Second Part
Code:
Untitled Trigger 002
    Events
    Conditions
    Actions
        Wait (3.00 + (0.50 x (Real((Level of Channel  for (Triggering unit)))))) seconds
        Set integer = (integer - 1)
<<ACTIONS>>
        Custom script:   set udg_Point = null
        Custom script:   set udg_unit[udg_integer] = null
        Custom script:   set udg_Group = null
        Custom script:   call DestroyGroup(udg_Group)


EDIT: Fixed it. All by myself lol. Can be closed.
I don't know why, but unit group did not work in the second trigger, so I did another method.
Updated trigger.
 

shady

Member
Reaction score
7
1. is the second trigger Initially on have a tick? If yes, remove it, and the trigger should run, this must be done because when you changing from 1 to another trigger by command Trigger - Turn on <name of trigger>, it will automatically set a tick on the chosen trigger if there is no tick on it. If it has a tick the turn on trigger command will pass it and will not start the trigger. Also at the end of part 2 of the trigger you MUST set Trigger - Turn off this trigger command or after the second casting of the spell turn on will pass part 2.

Anyway if you didn't understood me, here is how to make the trigger:
2.
Trigger:
  • Untitled Trigger 002
    • Events
    • Conditions
    • Actions
      • Wait (3.00 + (0.50 x (Real((Level of Channel for (Casting unit)))))) seconds
      • Unit Group - Pick every unit in (Units owned by (Owner of (Casting unit))) and do (Actions)
        • Loop - Actions
          • Custom script: set udg_Point = null
          • Custom script: set udg_Unit = null
          • Custom script: set udg_Group = null
      • Trigger - Turn off (This trigger)


If you have to add additional things add them. Anyway don't forget Trigger - Turn off (This trigger)

Basicly turn off this trigger means the tick on initially on will be removed.
 

Juggernaut

I don't know what to change it to
Reaction score
33
Yes it is initially on.
I am using Trigger run <trigger>

And it works fine, I have set no Events nor conditions.
This works fine
Trigger:
  • Untitled Trigger 002
    • Events
    • Conditions
    • Actions
    • Wait (3.00 + (0.50 x (Real((Level of Channel for (Triggering unit)))))) seconds
    • Set integer = (integer - 1)
    • &lt;&lt;ACTIONS&gt;&gt;
    • Custom script: set udg_Point = null
    • Custom script: set udg_unit[udg_integer] = null
    • Custom script: set udg_Group = null
    • Custom script: call DestroyGroup(udg_Group)
 

shady

Member
Reaction score
7
Instead of Trigger RUN why don't you use Trigger TURN ON? It's better for using more then 1 part of a trigger.
 
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