Need help with Triggers

CroMoX

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Hi, I've been making a map and I'm making a dungeon. With the trigger I want to make it when i kill the boss people within that region get teleported to another area instantly.
Can someone tell me how to do it please?

Note: I'm trying to make it teleport more than 1 unit within that region.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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Trigger:
  • Boss
    • Events
      • Unit - Boss Dies
    • Conditions
    • Actions
      • Unit Group - Pick every unit in BossRegion and do (Actions)
        • Loop - Actions
          • Unit - Move (Picked unit) instantly to NewRegion


Something like this, right?
 

CroMoX

New Member
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yer that should work thx. How do you do the loop part i coulnt find it
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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Just use the action Unit Group - Pick Every Unit In Unit Group And Do Multiple Actions. All other actions go in the Loop.
 

CroMoX

New Member
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This tutorial tells you how to fix leaks.

I looked at it but it doesn't seem to fix what I'm having problems with. See the trigger you gave me works but once i kill the boss and then try to do the boss again it doesn't send me to the region. I tried some of his triggers but didn't work.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
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Create a new boss in the region and use Trigger - Add Event to add the [New Boss Dies] event.
 

CroMoX

New Member
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"Create a new boss in the region and use Trigger - Add Event to add the [New Boss Dies] event."

Could u tell me how to find it please? Im kinda a noob when it comes to triggers.. :X
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
Reaction score
613
Trigger:
  • Boss
    • Events
      • Unit - Boss Dies
    • Conditions
    • Actions
      • Unit Group - Pick every unit in BossRegion and do (Actions)
        • Loop - Actions
          • Unit - Move (Picked unit) instantly to NewRegion
      • Wait 5.00 seconds
      • Unit - Create 1 Boss for Neutral Hostile at (Center of (BossRegion)) facing Default building facing degrees
      • Trigger - Add to (This trigger) the event (Unit - (Last created unit) Dies)
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
Trigger:
  • Boss
    • Events
      • Unit - Boss Dies
    • Conditions
    • Actions
      • Unit Group - Pick every unit in BossRegion and do (Actions)
        • Loop - Actions
          • Unit - Move (Picked unit) instantly to NewRegion
      • Wait 5.00 seconds
      • Unit - Create 1 Boss for Neutral Hostile at (Center of (BossRegion)) facing Default building facing degrees
      • Trigger - Add to (This trigger) the event (Unit - (Last created unit) Dies)

This leaks, an example of how to fix it would be below.

Trigger:
  • Trigger
    • Events
      • Unit - Footman 0000 <gen> Dies
    • Conditions
    • Actions
      • Set UnitGroupVariable = (Units in Region 1 <gen>)
      • Set PointVariable = (Center of Region 1 <gen>)
      • Set PointVariable2 = (Center of Region 2 <gen>)
      • Unit Group - Pick every unit in UnitGroupVariable and do (Actions)
        • Loop - Actions
          • Unit - Move (Picked unit) instantly to PointVariable
      • Wait 5.00 seconds
      • Unit - Create 1 Boss for Neutral Hostile at PointVariable2 facing Default building facing degrees
      • Trigger - Add to (This trigger) the event (Unit - (Last created unit) Dies)
      • Custom script: call RemoveLocation(udg_PointVariable)
      • Custom script: call RemoveLocation(udg_PointVariable2)
      • Custom script: call DestroyGroup(udg_UnitGroupVariable)
 

Inflicted

Currently inactive
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63
lol.

What I meant here:

Leaks, but yes the above trigger works.

Was that this leaks a unit group:

Trigger:
  • Actions
    • Unit Group - Pick every unit in BossRegion and do (Actions)
    • Loop - Actions
    • Unit - Move (Picked unit) instantly to NewRegion


and should be:

Trigger:
  • Actions
    • Set UnitGroupVariable = (Units in Region 1 <gen>)
    • Unit Group - Pick every unit in UnitGroupVariable and do (Actions)
    • Loop - Actions
    • Unit - Move (Picked unit) instantly to PointVariable
    • Custom script: call DestroyGroup(udg_UnitGroupVariable)


As stated nicely by skyblader above.

--

However, if those point variables are going to be re-used in other triggers, they shall leak aswel.

But if they are unique to this trigger, then that trigger should be fine.


Always be careful with waits and globals.
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
I'm not sure... but I think creating 2 points at the same point still leaks, so still leaks if you don't clear it.

Unless you set it to a variable the first time it is casted, and you use that variable over and over again. Otherwise using center of region leaks.
 

HydraRancher

Truth begins in lies
Reaction score
197
I'm not sure... but I think creating 2 points at the same point still leaks, so still leaks if you don't clear it.

Unless you set it to a variable the first time it is casted, and you use that variable over and over again. Otherwise using center of region leaks.

2 points at the same point? What?

It's much more efficient to set the point variables upon initialization.
 

Inflicted

Currently inactive
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But you are clearing them?
And they cant be set on initialisation because they're temp variables.

Aslong as they're being cleared it should be ok, I don't know about this having to variables on one location thing that your talking about. Perhaps I'm misunderstanding you or there is some other factor I do not know about.

Hmm anyways, If anyone else knows please say so.
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
2 points at the same point? What?

It's much more efficient to set the point variables upon initialization.

I meant something like

Event
Every 1.00 second of game time

Action
Set PointVariable = Position of unit

Means a point is leaking every second, if I'm not wrong. (Even if the unit is stationary)

There's no such thing as temp variables so you can't use them permanently.. Naming them as such doesn't make them temp variables. The way you use it, makes it temporary or not. For example, if you're setting it from the start of the trigger, and clearing it at the end of the trigger, it's temporary. It's used for a single(or very little) purpose(s), in a very short time. However, if you're setting a point variable at the start of the map, and using it throughout, then it's permanent.
 
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