Path Blockers? wth?

MicroSheep

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3
Okay so i have been using the leak checker and everything is fine apparently, but now when i test it, my unit is blocked by reoccuring path blockers. Its not a unit, it just seems to be a random path blocker that spawns every few seconds at the position of my unit. Any ideas of how to fix it?

I've never had anything liek this before :/
 

MicroSheep

New Member
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3
Help please!

It didn't do it before i started to fix trigger leaks. ill paste one of the triggers which i fixed.

It just seems that whenever my unit walks somewhere, it gets surrounded by an invisible unit, which makes it unable to move? im seriously confused to the shithouse here. i can attach the map if you want, just gimme a shout if u want it.

Just wondering, do Point Variables count as a path blocker??

Trigger:
  • Charizard
    • Events
      • Unit - A unit Gains a level
      • Unit - A unit enters (Playable map area)
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to #006
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of (Triggering unit)) Greater than or equal to 13
          • (Level of Flare Blitz for (Triggering unit)) Equal to 0
        • Then - Actions
          • Set PosTriggeringUnit_2 = (Position of (Triggering unit))
          • Set PlayerGroup_2 = (All players matching ((Owner of (Triggering unit)) Equal to (Matching player)))
          • Special Effect - Create a special effect at PosTriggeringUnit_2 using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Add Flare Blitz to (Triggering unit)
          • Game - Display to PlayerGroup_2 for 6.00 seconds the text: (Your + ((Name of (Triggering unit)) + has just learnt: Flare Blitz.))
          • Custom script: call RemoveLocation (udg_PosTriggeringUnit_2)
          • Custom script: call DestroyForce( udg_PlayerGroup_2)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of (Triggering unit)) Greater than or equal to 15
          • (Level of Blast Burn for (Triggering unit)) Equal to 0
        • Then - Actions
          • Set PosTriggeringUnit_2 = (Position of (Triggering unit))
          • Set PlayerGroup_2 = (All players matching ((Owner of (Triggering unit)) Equal to (Matching player)))
          • Special Effect - Create a special effect at PosTriggeringUnit_2 using Abilities\Spells\Human\MarkOfChaos\MarkOfChaosTarget.mdl
          • Special Effect - Destroy (Last created special effect)
          • Unit - Add Blast Burn to (Triggering unit)
          • Game - Display to PlayerGroup_2 for 6.00 seconds the text: (Your + ((Name of (Triggering unit)) + has just learnt: Blast Burn.))
          • Custom script: call RemoveLocation (udg_PosTriggeringUnit_2)
          • Custom script: call DestroyForce( udg_PlayerGroup_2)
        • Else - Actions


Also, this is my only reoccuring trigger, being the creating wild pokemon.

Trigger:
  • Spawn 0
    • Events
      • Time - Every 12.00 seconds of game time
    • Conditions
      • (Number of units in (Units in (Playable map area) owned by Player 11 (Dark Green))) Less than SpawnLimit
    • Actions
      • Set GrassSpawn = (Random point in Grass Spawn <gen>)
      • Unit - Create 1 Grass[(Random integer number between 1 and 4)] for Player 11 (Dark Green) at GrassSpawn facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GrassSpawn)
      • Set GrassSpawn = (Random point in Grass Spawn <gen>)
      • Unit - Create 1 Grass[(Random integer number between 1 and 4)] for Player 11 (Dark Green) at GrassSpawn facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GrassSpawn)
      • Set GrassSpawn = (Random point in Grass Spawn <gen>)
      • Unit - Create 1 Grass[(Random integer number between 1 and 4)] for Player 11 (Dark Green) at GrassSpawn facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_GrassSpawn)
      • Set WaterSpawn = (Random point in Water Spawn 1 <gen>)
      • Unit - Create 1 Water[(Random integer number between 1 and 2)] for Player 11 (Dark Green) at WaterSpawn facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_WaterSpawn)
      • Set WaterSpawn = (Random point in Water Spawn 2 <gen>)
      • Unit - Create 1 Water[(Random integer number between 1 and 2)] for Player 11 (Dark Green) at WaterSpawn facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_WaterSpawn)
      • Set WaterSpawn = (Random point in Water Spawn 3 <gen>)
      • Unit - Create 1 Water[(Random integer number between 1 and 2)] for Player 11 (Dark Green) at WaterSpawn facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_WaterSpawn)
      • Set ElectricPoint = (Random point in Electricty1 <gen>)
      • Unit - Create 1 Electricity[(Random integer number between 1 and 1)] for Player 11 (Dark Green) at ElectricPoint facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_ElectricPoint)
      • Set ElectricPoint = (Random point in Electricty2 <gen>)
      • Unit - Create 1 Electricity[(Random integer number between 1 and 1)] for Player 11 (Dark Green) at ElectricPoint facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_ElectricPoint)
      • Set ElectricPoint = (Random point in Electricity <gen>)
      • Unit - Create 1 Electricity[(Random integer number between 1 and 1)] for Player 11 (Dark Green) at ElectricPoint facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_ElectricPoint)
      • Set ElectricPoint = (Random point in Electricity3 <gen>)
      • Unit - Create 1 Electricity[(Random integer number between 1 and 1)] for Player 11 (Dark Green) at ElectricPoint facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_ElectricPoint)
      • Set FireSpawn = (Random point in Fire Area 2 <gen>)
      • Unit - Create 1 Fire[(Random integer number between 1 and 2)] for Player 11 (Dark Green) at FireSpawn facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_FireSpawn)
      • Set FireSpawn = (Random point in Fire Area <gen>)
      • Unit - Create 1 Fire[(Random integer number between 1 and 2)] for Player 11 (Dark Green) at FireSpawn facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_FireSpawn)
      • Set FireSpawn = (Random point in Fire Area 2 <gen>)
      • Unit - Create 1 Fire[(Random integer number between 1 and 2)] for Player 11 (Dark Green) at FireSpawn facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_FireSpawn)
      • Set PsychicPoint = (Random point in Psychic Area <gen>)
      • Unit - Create 1 Psychic[(Random integer number between 1 and 1)] for Player 11 (Dark Green) at PsychicPoint facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_PsychicPoint)
      • Set PsychicPoint = (Random point in Psychic Area <gen>)
      • Unit - Create 1 Psychic[(Random integer number between 1 and 1)] for Player 11 (Dark Green) at PsychicPoint facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_PsychicPoint)
      • Set PsychicPoint = (Random point in Psychic Area <gen>)
      • Unit - Create 1 Psychic[(Random integer number between 1 and 1)] for Player 11 (Dark Green) at PsychicPoint facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_PsychicPoint)
      • Set NormalPoint = (Random point in Normal Spawn <gen>)
      • Unit - Create 1 Normal[(Random integer number between 1 and 1)] for Player 11 (Dark Green) at NormalPoint facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_NormalPoint)
 

Tawnttoo

New Member
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36
Point variables do not count as pathing blockers. All I can think of is if you have imported models for the units, they don't show and your spawn region is too small so your unit gets stuck in between the spawned units. I have no idea.
 

Bogrim

y hello thar
Reaction score
154
This is what you want to do to find the problem.

Create a trigger which displays the name of all units and destructibles within range of your selected unit in a game message.

Then you will find the problem in no time.
 
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