My falling bombs trigger is showing many inconsistencies

Chilling

New Member
Reaction score
1
Trigger:
  • Phoenix Bombs
    • Events
      • Time - Every 3.01 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 1 Fireball for Player 12 (Brown) at (Position of Phoenix 0021 <gen>) facing Default building facing degrees
      • For each (Integer A) from 1 to 50, do (Actions)
        • Loop - Actions
          • Animation - Change (Last created unit) flying height to ((Current flying height of (Last created unit)) - 10.00) at 0.00
          • Wait 0.06 seconds
      • Unit - Kill (Last created unit)

So, what I'm trying to do is make these 'fireballs' spawn every 3 seconds at the phoenix's position, and then smoothly fall to the floor, and then die. (I'm going to trigger it to pick every unit within 200 of it and kill them, instead of killing itself, but that's not necessary for now). So, 0.06 seconds x 50 would be 3 seconds, right? So it should hit the floor over 3 seconds, and then kill itself. Or so it seems...

But strangely, some of the fireballs only go half of the way, hit the floor but don't explode, and so on, though some of them work properly. It's very inconsistant.

Anyone know what's going on?
 

esb

Because none of us are as cruel as all of us.
Reaction score
329
Increase the event time, see what happens.

And, as far as I know, waits and time isn't exact down to the decimal.
 

Skippy

Active Member
Reaction score
39
You can. Use more functions, one will be executed every 3.01 and second every 0.06. It will be more difficult than with Waits, but it won't cause problems.

Or just learn Jass and make it easily with timers. This is probably the best solution :)
 

RangerX

I am justice!
Reaction score
69
Trigger:
  • Phoenix Bombs
    • Events
      • Time - Every 3.01 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 1 Fireball for Player 12 (Brown) at (Position of Phoenix 0021 <gen>) facing Default building facing degrees
      • Set Firebal_var = Last Created Unit
      • Unit - Add expiration time to (Firebal_var) (3sec)
      • For each (Integer A) from 1 to 50, do (Actions)
        • Loop - Actions
          • Animation - Change (Firebal_var) flying height to ((Current flying height of (Firebal_var)) - 10.00) at 0.00


EDIT: it's hand writen
 

Chilling

New Member
Reaction score
1
Sorry, but I'm going to ask a new question in my thread, because a whole new thread would be rather unnecessary. Say we have a trigger like mine except with a For Each Integer A from 1 to 50 with a simple action, like spawn 1 footman, and a 2 second Wait, with a periodic event of every 4 seconds. Will the For Each Integer A continue to go its remaining 48 times even if the trigger is going on again? In other words, can a trigger have more than one instance going on at the same time?
 

Chilling

New Member
Reaction score
1
Trigger:
  • Phoenix Bombs
    • Events
      • Time - Every 3.01 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 1 Fireball for Player 12 (Brown) at (Position of Phoenix 0021 <gen>) facing Default building facing degrees
      • Set Firebal_var = Last Created Unit
      • Unit - Add expiration time to (Firebal_var) (3sec)
      • For each (Integer A) from 1 to 50, do (Actions)
        • Loop - Actions
          • Animation - Change (Firebal_var) flying height to ((Current flying height of (Firebal_var)) - 10.00) at 0.00


EDIT: it's hand writen

Thank you! I never knew you could add an expiration timer. That can help me with a completely different thing I was doing a few days ago, too.
Now I am just using a dummy unit with the Kaboom! skill and the Inferno ability as its model file.
And I removed the phoenix and just made them spawn in random regions.

Thanks to everyone who replied, I really appreciate the help!
 
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