owk help with a trigger combination.

n4bieclimber

New Member
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first off lets show the 2 triggers shall we

Trigger:
  • Construction Material
    • Events
      • Unit - A unit Acquires an item
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • (Item-type of (Item being manipulated)) Equal to lumber
              • (Percentage life of (Triggering unit)) Less than 50.00
              • ((Triggering unit) is A structure) Equal to True
              • ((Triggering unit) is paused) Equal to True
        • Then - Actions
          • Unit - Unpause (Triggering unit)
          • Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Charges remaining in (Item being manipulated)) Equal to 0
            • Then - Actions
              • Item - Remove (Item being manipulated)
            • Else - Actions
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • (Item-type of (Item being manipulated)) Equal to Stone
                  • (Percentage life of (Triggering unit)) Greater than or equal to 50.00
                  • ((Triggering unit) is A structure) Equal to True
                  • ((Triggering unit) is paused) Equal to True
            • Then - Actions
              • Unit - Unpause (Triggering unit)
              • Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) - 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Charges remaining in (Item being manipulated)) Equal to 0
                • Then - Actions
                  • Item - Remove (Item being manipulated)
                • Else - Actions
            • Else - Actions


Trigger:
  • Repause trigger
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to cons_building_no, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Life of Cons_building_list[(Integer A)]) mod 50.00) Less than 1.00
            • Then - Actions
              • Unit - Set life of Cons_building_list[(Integer A)] to ((Life of Cons_building_list[(Integer A)]) + 1.00)
              • Unit - Pause Cons_building_list[(Integer A)]
              • Trigger - Run Construction Material <gen> (checking conditions)
            • Else - Actions


what this second trigger must do is after it pauses the building check if the building that he paused got some building material while he was unpaused... as u can see i tried it with a run trigger with condition but it doest work cause of there is no item being manipulated reference :s. is there any way to solve this.

Ps. this is a building system like K&M if u know the game.

:edit: whoops used code instead of wc3 :S
 

n4bieclimber

New Member
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1
Owk it seems my post scares people off :]. is it because u dont know an answer or that u dont know what it does. please tell me cause mb i can reformulate my question if u dont understand it the way it is now.
 

Rushhour

New Member
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46
Ok I didn't find your problem, but you could try to help us^^
Impliment some debug messages aka send text to player, that tells you if the conditions are even matched or how many time your loops run.
(for example: where do you set cons_building_no ? Ff it isn't set then the loop wont run.
 
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