Simplest Trigger Not Working

aussj4link

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:banghead: Ok, I've been trying to make a pretty simple map in which one o the parts is to have units that are spawned for the computer to "Attack-Move" to a bunch of different regions. I know this should work because ive seen it done a million times in TDs. My map consists of basically having to defend yourself from waves of enemies controled by the computer. I've made a simple timer and timer window for it with no problem, set the levels to change accordingly when all units sent at me by the computer havebeen killed. made 4 spawning regions side by side that are working perfectly. I have a hero spawn in the 1st region, then melee in 2nd, range in 3rd and support in 4th. They spawn perfectly, ive figured out how to make the hero revive every level with more experience and abilities and so on and so forth. my problem is that when i make a trigger that says to go from point A to point B most of the units go to the next point but some of the go back to the spawning area... I have no triggers or anything that should be telling them to do this, I have no idea why they are.

I dont have the map with me ATM so I'm just going off memory here but my trigger is somthing like this:

Event:
Unit enters Spawn region.
Conditions:
Unit owned by player 12 (comp)
Actions:
Pick every unit in region owned by player 12 and order Attack-Move to Attack Point 1.

Then I basically just make a duplicate trigger but starting with unit enters Attack Point 1, and ending with order Attack-Move to Attack Point 2, and then so on and so forth.

I know thats not how its put exactly but like i said I'm going of memory. Does anyone have a clue as to why this isn't working? like I said some of the units follow the directions while others just run back to the point they were spawned. Thanks for any help, if you need I can get the map and post it so maybe you can see what I did wrong lol.
 

ManyTimes

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Code:
Actions:
Pick every unit in region owned by player 12 and order Attack-Move to [COLOR="Magenta"]Attack Point 1[/COLOR].

Where is this point? Where do you set this? Is it a region?...

Edit your post when you got the map with you, with the correct trigger! :)
 

aussj4link

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Ok I got the map and copied the trigger:

Gate to Point1
Events
Unit - A unit enters Gate <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Wait 0.20 seconds
Unit Group - Pick every unit in (Units in Gate <gen>) and do (Unit Group - Order (Units in Gate <gen>) to Attack-Move To (Center of Attack Point 1 <gen>))
 

Attachments

  • Hell Defenders.w3x
    93.6 KB · Views: 124

bOb666777

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You don't need to pick units in the region then order all units in region to move, that just makes a huge loop and overdoses of orders :p. Use this instead:
Code:
Gate to Point1
Events
Unit - A unit enters Gate <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Wait 0.20 seconds
Unit - Order (Triggering Unit) to Attack-Move To (Center of Attack Point 1 <gen>)
 

aussj4link

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Believe it or not I tried that, I found that the units followed a line rather than formation and even then some of the units came back to the spawning region. try out the map, I have the timer windows set to 2 seconds each for testing purposes, the first 2 waves get taken out by the computer allies (to give people a little more time to build up thier defenses) but then after that wave 3 makes it through easily. Try it out a couple of times and turn on whosyourdaddy you'll see some of the units disobey the triggers and go back the the start.

I'm starting to wonder if this is a bug with the editor itself, this map may not be possible...
 

bOb666777

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Well, why would you want the units to have a formation?
 

RennoC

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Believe it or not I tried that, I found that the units followed a line rather than formation and even then some of the units came back to the spawning region. try out the map, I have the timer windows set to 2 seconds each for testing purposes, the first 2 waves get taken out by the computer allies (to give people a little more time to build up thier defenses) but then after that wave 3 makes it through easily. Try it out a couple of times and turn on whosyourdaddy you'll see some of the units disobey the triggers and go back the the start.

I'm starting to wonder if this is a bug with the editor itself, this map may not be possible...

Dont give up so easily, people have done this before (look at many custom maps). Not that I know how to do it though :p
 

bOb666777

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Try this. (Attached)
 

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  • Hell Defenders.w3x
    94.8 KB · Views: 114

aussj4link

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The units are alot stronger in formation, I would rather they are in formation where the melee tanks are up front and the range dps and support is in the back. without formation the squishy warlocks will get taken out right away without being of any use at all.

I'll see what you did on the map, thanks for your help.
 

aussj4link

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Unfortunately the edits you made to the triggers didn't work, they were still going back to the start, in fact they didn't even make it out of the gate lol. However i did manage to some how fix it. I have no idea why or how but for some reason when i increased the size of the attack point regions and made them huge, they stoped going back to the start, dunno how the size of a region effects whether they obey triggers or not but at least its fixed. Now I have another problem thats driving me crazy.

As the game progresses the waves get stronger and stronger and so should the players units. I've increased alot of upgrades levels like weapons and armor and what not with relative ease. I want to increase the level of some abilities the units have as well using the upgrades, however its seems like thats impossible with out some major trigger or somthing. For instance the priest (I've made it so the priest training has 10 levels) The priests training upgrade only has 4 modifyers and there all being used up (Mana Amount Increase, Mana Regen, Hit Point Bonus, and Damage upgrade) and they're needed to really make the upgrade worth it.

I want to make it so that the priests healing ability goes up in level every 2 upgrades into its training, I would like to do the same with the priests other abilties. I cant seem to figure out a way to do this, can anyone help me out here?
 

Squirel

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The trigger for that is actually quite simple. Try this:


Trigger:
  • Sample
    • Events
      • Unit - A unit Finishes an upgrade
    • Conditions
      • (Researched tech-type) Equal to Priest Adept Training
    • Actions
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • ((Current research level of Priest Adept Training for (Owner of (Triggering unit))) mod 2) Equal to 0
                  • (Owner of (Picked unit)) Equal to (Owner of (Triggering unit))
                  • (Unit-type of (Picked unit)) Equal to Priest
            • Then - Actions
              • Unit - Set level of Heal for (Picked unit) to ((Current research level of Priest Adept Training for (Owner of (Triggering unit))) + 1)
            • Else - Actions
      • Unit Group - Remove all units of (Last created unit group) from (Last created unit group)


Note: The mod function finds the remainder of a division so in essence the section with the mod just tests to see if that level is divisible by 2.
 
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