plz help instance not working

darkpyro36

New Member
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ok first sorry for bad spelling and grammer u might find as you read.

ok i making an instance for an rpg and i need it to have an area for heros to meet in and be moved instantly in side by typing -enter and during that sponing mosters in side. after killing all mosters in instance they will be moved to sepert areas whear thay can pick up an iteam that is randomly picked for them out of a groupe with a drop % chance for each iteam in groupe. once thay pick up iteam thay can type -done and be moved to the area wear thay meeted to go in the instance. also if thay stay in instance too long it will remove them. also i need help with making it so the iteam drop area can be used for many instances and still put them back whear i want them to go. ok now that u know what i want hear is what i have done so far.

Trigger:
  • BC enter
    • Events
      • Player - Player 1 (Red) types a chat message containing -enter as An exact match
      • Player - Player 2 (Blue) types a chat message containing -enter as An exact match
      • Player - Player 3 (Teal) types a chat message containing -enter as An exact match
      • Player - Player 4 (Purple) types a chat message containing -enter as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -enter as An exact match
      • Player - Player 6 (Orange) types a chat message containing -enter as An exact match
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (All units of (Units in Bandit camp instance <gen> owned by Player 11 (Dark Green)) are dead) Equal to True
        • Then - Actions
          • Unit Group - Pick every unit in (Units in Bandit camp meet <gen>) and do (Actions)
            • Loop - Actions
              • Unit - Move (Picked unit) instantly to (Center of bandit camp start <gen>)
              • Unit - Create 2 Bandit for Player 11 (Dark Green) at (Center of banditt camp spon 1 <gen>) facing (Center of banditt camp spon 1 <gen>)
              • Unit - Create 2 bandit scout for Player 11 (Dark Green) at (Center of bandit camp spon 2 <gen>) facing (Center of bandit camp spon 2 <gen>)
              • Unit - Create 2 bandit guard for Player 11 (Dark Green) at (Center of bandit camp spon 3 <gen>) facing (Center of bandit camp spon 3 <gen>)
              • Unit - Create 2 bandit scout for Player 11 (Dark Green) at (Center of bandit camp spon 3 <gen>) facing (Center of bandit camp spon 3 <gen>)
              • Unit - Create 2 bandit mini boss for Player 11 (Dark Green) at (Center of bandit camp spon 4 <gen>) facing (Center of bandit camp spon 4 <gen>)
              • Unit - Create 2 bandit mini boss 2 for Player 11 (Dark Green) at (Center of bandit camp spon 4 <gen>) facing (Center of bandit camp spon 4 <gen>)
              • Unit - Create 1 bandit boss for Player 11 (Dark Green) at (Center of bandit camp boss spon <gen>) facing (Center of bandit camp boss spon <gen>)
              • Wait 300.00 seconds
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (All units of (Units in Bandit camp instance <gen> owned by Player 11 (Dark Green)) are dead) Equal to False
                • Then - Actions
                  • Unit Group - Pick every unit in (Units in Bandit camp instance <gen>) and do (Actions)
                    • Loop - Actions
                      • Unit - Kill (Picked unit)
                      • Game - Display to (All players) for 10.00 seconds the text: took too long so ge...
                • Else - Actions
        • Else - Actions
          • Game - Display to (All players) for 10.00 seconds the text: Bandit camp is bein...
--------------------------------------------------------------------------
ok so this is saposed to move them in and spon mosters and stop them from staying too long.

-------------------------------------------------------------------------
Trigger:
  • BC exit
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (All units of (Units in Bandit camp instance <gen> owned by Player 1 (Red)) are dead) Equal to True
          • (All units of (Units in Bandit camp instance <gen> owned by Player 2 (Blue)) are dead) Equal to True
          • (All units of (Units in Bandit camp instance <gen> owned by Player 3 (Teal)) are dead) Equal to True
          • (All units of (Units in Bandit camp instance <gen> owned by Player 4 (Purple)) are dead) Equal to True
          • (All units of (Units in Bandit camp instance <gen> owned by Player 5 (Yellow)) are dead) Equal to True
          • (All units of (Units in Bandit camp instance <gen> owned by Player 6 (Orange)) are dead) Equal to True
          • (All units of (Units in Bandit camp instance <gen> owned by Player 11 (Dark Green)) are dead) Equal to False
        • Then - Actions
          • Unit Group - Pick every unit in (Units in Bandit camp instance <gen> owned by Player 11 (Dark Green)) and do (Actions)
            • Loop - Actions
              • Unit - Kill (Picked unit)
              • Game - Display to (All players) for 10.00 seconds the text: players fail to fin...
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (All units of (Units in Bandit camp instance <gen> owned by Player 11 (Dark Green)) are dead) Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (All units of (Units owned by Player 1 (Red)) are in Bandit camp instance <gen>) Equal to True
            • Then - Actions
              • Unit - Move (Matching unit) instantly to (Center of red BC iteams <gen>)
              • Item - Create (Item-type of (Random item in BC iteam picker <gen>)) at (Center of red BC iteams <gen>)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (All units of (Units owned by Player 2 (Blue)) are in Bandit camp instance <gen>) Equal to True
            • Then - Actions
              • Unit - Move (Matching unit) instantly to (Center of blue BC iteams <gen>)
              • Item - Create (Item-type of (Random item in BC iteam picker <gen>)) at (Center of blue BC iteams <gen>)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (All units of (Units owned by Player 3 (Teal)) are in Bandit camp instance <gen>) Equal to True
            • Then - Actions
              • Unit - Move (Matching unit) instantly to (Center of teal BC iteams <gen>)
              • Item - Create (Item-type of (Random item in BC iteam picker <gen>)) at (Center of teal BC iteams <gen>)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (All units of (Units owned by Player 4 (Purple)) are in Bandit camp instance <gen>) Equal to True
            • Then - Actions
              • Unit - Move (Matching unit) instantly to (Center of purple BC iteams <gen>)
              • Item - Create (Item-type of (Random item in BC iteam picker <gen>)) at (Center of purple BC iteams <gen>)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (All units of (Units owned by Player 5 (Yellow)) are in Bandit camp instance <gen>) Equal to True
            • Then - Actions
              • Unit - Move (Matching unit) instantly to (Center of yellow BC iteams <gen>)
              • Item - Create (Item-type of (Random item in BC iteam picker <gen>)) at (Center of yellow BC iteams <gen>)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (All units of (Units owned by Player 6 (Orange)) are in Bandit camp instance <gen>) Equal to True
            • Then - Actions
              • Unit - Move (Matching unit) instantly to (Center of orange BC iteams <gen>)
              • Item - Create (Item-type of (Random item in BC iteam picker <gen>)) at (Center of orange BC iteams <gen>)
            • Else - Actions
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Dying unit) is A Hero) Equal to True
          • (All units of (Units owned by (Owner of (Dying unit))) are in Bandit camp instance <gen>) Equal to True
        • Then - Actions
          • Hero - Instantly revive (Dying unit) at (Center of TF respon <gen>), Show revival graphics
        • Else - Actions
----------------------------------------------------------------------
this is sapost to revive a hero if he dies in instance, reset instance if everyone dies, and move them once all mosters are dead to iteam drop area to get iteam.

-----------------------------------------------------------------------
Trigger:
  • BC exit iteam
    • Events
      • Player - Player 1 (Red) types a chat message containing -done as An exact match
      • Player - Player 2 (Blue) types a chat message containing -done as An exact match
      • Player - Player 3 (Teal) types a chat message containing -done as An exact match
      • Player - Player 4 (Purple) types a chat message containing -done as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -done as An exact match
      • Player - Player 6 (Orange) types a chat message containing -done as An exact match
    • Conditions
    • Actions
      • Unit Group - Pick every unit in (Units in Bc iteam exit <gen> owned by (Triggering player)) and do (Unit - Move (Picked unit) instantly to (Center of Bandit camp meet <gen>))
      • If ((Triggering player) Equal to Player 1 (Red)) then do (Item - Pick every item in red BC iteams <gen> and do (Item - Remove (Picked item))) else do (Do nothing)
      • If ((Triggering player) Equal to Player 2 (Blue)) then do (Item - Pick every item in blue BC iteams <gen> and do (Item - Remove (Picked item))) else do (Do nothing)
      • If ((Triggering player) Equal to Player 3 (Teal)) then do (Item - Pick every item in teal BC iteams <gen> and do (Item - Remove (Picked item))) else do (Do nothing)
      • If ((Triggering player) Equal to Player 4 (Purple)) then do (Item - Pick every item in purple BC iteams <gen> and do (Item - Remove (Picked item))) else do (Do nothing)
      • If ((Triggering player) Equal to Player 5 (Yellow)) then do (Item - Pick every item in yellow BC iteams <gen> and do (Item - Remove (Picked item))) else do (Do nothing)
      • If ((Triggering player) Equal to Player 6 (Orange)) then do (Item - Pick every item in orange BC iteams <gen> and do (Item - Remove (Picked item))) else do (Do nothing)

-------------------------------------------------------------------------
this is sapost to move you out when u type done then send you back to whear u enterd the istance you came from, then remove any left over iteams after u leave.
 

jig7c

Stop reading me...-statement
Reaction score
123
Trigger:
  • BC enter
    • Events
      • Player - Player 1 (Red) types a chat message containing -enter as An exact match
      • Player - Player 2 (Blue) types a chat message containing -enter as An exact match
      • Player - Player 3 (Teal) types a chat message containing -enter as An exact match
      • Player - Player 4 (Purple) types a chat message containing -enter as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -enter as An exact match
      • Player - Player 6 (Orange) types a chat message containing -enter as An exact match
    • Conditions
      • (All units of (Units in Bandit camp instance <gen> owned by Player 11 (Dark Green)) are dead) Equal to True
    • Actions
      • Set group = All units in Bandit camp meet
      • Set point[1] = Center of bandit camp start <gen>
      • Unit Group - Pick every unit in group and do (Actions)
        • Loop - Actions
          • Unit - Move (Picked unit) instantly to (point[1])
          • Set point[2] = Center of banditt camp spon 1 <gen>
          • Unit - Create 2 Bandit for Player 11 (Dark Green) at (point[2]) facing (point[2])
          • Set point[3] = Center of bandit camp spon 2 <gen>
          • Unit - Create 2 bandit scout for Player 11 (Dark Green) at (point[3]) facing (point[3])
          • Unit - Create 2 bandit guard for Player 11 (Dark Green) at (Center of bandit camp spon 3 <gen>) facing (Center of bandit camp spon 3 <gen>)
          • Set point[4] = Center of bandit camp spon 3 <gen>
          • Unit - Create 2 bandit scout for Player 11 (Dark Green) at (point[4]) facing (point[4])
          • Set point[5] = Center of bandit camp spon 4 <gen>
          • Unit - Create 2 bandit mini boss for Player 11 (Dark Green) at (point[5]) facing (point[5])
          • Set point[6] = Center of bandit camp spon 4 <gen>
          • Unit - Create 2 bandit mini boss 2 for Player 11 (Dark Green) at (point[6]) facing (point[6])
          • Set point[7] = Center of bandit camp boss spon <gen>
          • Unit - Create 1 bandit boss for Player 11 (Dark Green) at (point[7]) facing (point[7])
          • Custom script: call RemoveLocation (udg_point[bj_forLoopAIndex]
          • Custom script: call DestroyGroup (udg_group)
          • Wait 300.00 seconds
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (All units of (Units in Bandit camp instance <gen> owned by Player 11 (Dark Green)) are dead) Equal to False
            • Then - Actions
              • Set group = (Units in Bandit camp instance <gen>)
              • Unit Group - Pick every unit in (group) and do (Actions)
                • Loop - Actions
                  • Unit - Kill (Picked unit)
              • Game - Display to (All players) for 10.00 seconds the text: took too long so ge...
              • Custom script: call DestroyGroup (udg_group)
            • Else - Actions
        • Game - Display to (All players) for 10.00 seconds the text: Bandit camp is bein...


leak-free, i think
didn't mean to dbl post!

edit:

Trigger:
  • BC exit
    • Events
      • Unit - A unit Dies
    • Conditions
      • (All units of (Units in Bandit camp instance <gen> owned by Player 1 (Red)) are dead) Equal to True
      • (All units of (Units in Bandit camp instance <gen> owned by Player 2 (Blue)) are dead) Equal to True
      • (All units of (Units in Bandit camp instance <gen> owned by Player 3 (Teal)) are dead) Equal to True
      • (All units of (Units in Bandit camp instance <gen> owned by Player 4 (Purple)) are dead) Equal to True
      • (All units of (Units in Bandit camp instance <gen> owned by Player 5 (Yellow)) are dead) Equal to True
      • (All units of (Units in Bandit camp instance <gen> owned by Player 6 (Orange)) are dead) Equal to True
      • (All units of (Units in Bandit camp instance <gen> owned by Player 11 (Dark Green)) are dead) Equal to False
    • Actions
      • Set group = (Units in Bandit camp instance <gen> owned by Player 11 (Dark Green))
      • Unit Group - Pick every unit in (group) and do (Actions)
      • Loop - Actions
        • Unit - Kill (Picked unit)
      • Game - Display to (All players) for 10.00 seconds the text: players fail to fin...
      • Custom script: call DestroyGroup (udg_group)



Trigger:
  • BC Dies2
    • Events
      • Unit - A unit Dies
    • Conditions
      • (All units of (Units in Bandit camp instance <gen> owned by Player 11 (Dark Green)) are dead) Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (All units of (Units owned by Player 1 (Red)) are in Bandit camp instance <gen>) Equal to True
        • Then - Actions
          • Set tempgroup = All units in Bandit camp instance <gen> matching (Owner of Matching unit is equal to Player(1) Red)
          • Set temppoint = Center of red BC iteams <gen>
          • Pick every unit in tempgroup and do
            • Loop
              • Unit - Move (Picked unit) instantly to (temppoint)
          • Custom script: call DestroyGroup (udg_tempgroup)
          • Custom script: call RemoveLocation (udg_temppoint)
          • Set temppoint = Center of red BC iteams <gen>
          • Item - Create (Item-type of (Random item in BC iteam picker <gen>)) at (temppoint)
          • Custom script: call RemoveLocation (udg_temppoint)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (All units of (Units owned by Player 2 (Blue)) are in Bandit camp instance <gen>) Equal to True
        • Then - Actions
          • Set tempgroup = All units in Bandit camp instance <gen> matching (Owner of Matching unit is equal to Player(2) Blue)
          • Set temppoint = Center of blue BC iteams <gen>
          • Pick every unit in tempgroup and do
            • Loop
              • Unit - Move (Picked unit) instantly to (temppoint)
          • Custom script: call DestroyGroup (udg_tempgroup)
          • Custom script: call RemoveLocation (udg_temppoint)
          • Set temppoint = Center of blue BC iteams <gen>
          • Item - Create (Item-type of (Random item in BC iteam picker <gen>)) at (temppoint)
          • Custom script: call RemoveLocation (udg_temppoint)
        • Else - Actions
        • so on... for other players...
 

darkpyro36

New Member
Reaction score
0
sorry

ok i tested it and i get an error in line 1513, this is what i got did where did i mess up?

Trigger:
  • BC enter
    • Events
      • Player - Player 1 (Red) types a chat message containing -enter as An exact match
      • Player - Player 2 (Blue) types a chat message containing -enter as An exact match
      • Player - Player 3 (Teal) types a chat message containing -enter as An exact match
      • Player - Player 4 (Purple) types a chat message containing -enter as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -enter as An exact match
      • Player - Player 6 (Orange) types a chat message containing -enter as An exact match
    • Conditions
      • (All units of (Units in Bandit camp instance <gen> owned by Player 11 (Dark Green)) are dead) Equal to True
    • Actions
      • Set group = (Units in Bandit camp meet <gen>)
      • Set point[1] = (Center of bandit camp start <gen>)
      • Unit Group - Pick every unit in group and do (Actions)
        • Loop - Actions
          • Unit - Move (Picked unit) instantly to point[1]
          • Set point[2] = (Center of banditt camp spon 1 <gen>)
          • Unit - Create 2 Bandit for Player 11 (Dark Green) at point[2] facing point[2]
          • Set point[3] = (Center of bandit camp spon 2 <gen>)
          • Unit - Create 2 bandit scout for Player 11 (Dark Green) at point[3] facing point[3]
          • Set point[4] = (Center of bandit camp spon 3 <gen>)
          • Unit - Create 2 bandit scout for Player 11 (Dark Green) at point[4] facing point[4]
          • Set point[5] = (Center of bandit camp spon 3 <gen>)
          • Unit - Create 2 bandit guard for Player 11 (Dark Green) at point[5] facing point[5]
          • Set point[6] = (Center of bandit camp spon 4 <gen>)
          • Unit - Create 2 bandit mini boss for Player 11 (Dark Green) at point[6] facing point[6]
          • Set point[7] = (Center of bandit camp spon 4 <gen>)
          • Unit - Create 2 bandit mini boss 2 for Player 11 (Dark Green) at point[7] facing point[7]
          • Set point[8] = (Center of bandit camp boss spon <gen>)
          • Unit - Create 1 bandit boss for Player 11 (Dark Green) at point[8] facing point[8]
          • Custom script: call RemoveLocation (udg_point[bj_forloopAindex]
          • Custom script: call DestroyGroup (udg_group)
          • Wait 300.00 seconds
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (All units of (Units in Bandit camp instance <gen> owned by Player 11 (Dark Green)) are dead) Equal to False
            • Then - Actions
              • Set group = (Units in Bandit camp instance <gen>)
              • Unit Group - Pick every unit in group and do (Actions)
                • Loop - Actions
                  • Unit - Kill (Picked unit)
              • Custom script: call DestroyGroup (udg_group)
            • Else - Actions
 

jig7c

Stop reading me...-statement
Reaction score
123
i changed this

Custom script: call RemoveLocation (udg_point[bj_forLoopAIndex]

in the previous trigger... the L and I needs to be capital... try that.

let me get this straight...

a group of heroes come together after some time and one of them has to type in -enter, either one, and they get move to another region in the map, where they have to fight creeps + boss in 300 seconds... when they kill all the units, they type in -done to get move to a different place right... if all of the hero's dies, its game over.. or if all the creeps + boss die, they each get a random item...

right??
 

darkpyro36

New Member
Reaction score
0
ok i fixd it forgot to add the ) on very end of it when i put that on if stoped erroring XD

JASS:


and yes u got it almost right once the boss+all mosters dies thay will be moved to a area where an iteams drops 1 for each player and each player must type -done to leave loot area

ok i just tested triggers for the first one and it moves me in and all other players but wont spon mosters would u like me to just post map for u to work with?
 

jig7c

Stop reading me...-statement
Reaction score
123
yes... thats the easiest way
all your triggers are too screwed up to be fixed on this site..

post your map, and maybe I or someone else can fix it for you
each player only has one hero right..
or is it one hero + several units for each player when they enter and leave that region...
 
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