Strange problem with one of my abilitys

Grags_1977

Ultra Cool Member
Firstly please don't be put off by the triggers. They are not complicated whatsoever.

Around the map, I have many unlit torches.
These torches are stored into a unitgroup (UnitGroup_Torches)
The hero can light these torches with his Firebolt ability.
The hero SHOULD have shared vision with a lit torch.

The problem is... It's very random whether or not the torch will grant shared vision.

But whats most confusing, is that in order for the torch to light, it has to run through the trigger that grants shared vision (see trigger 2, light torch) and when Firebolt is cast on a torch, the torch allways lights :confused:


Can anyone see what is going on?


Trigger:
  • FireBolt
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Firebolt
      • (Casting unit) Equal to Unit_Hero
    • Actions
      • Set Unit_FireBolt = (Target unit of ability being cast)
      • Set TempPoint[6] = (Position of (Casting unit))
      • Set TempPoint[7] = (Target point of ability being cast)
      • Wait ((Distance between TempPoint[6] and TempPoint[7]) / 1000.00) seconds
      • Custom script: call RemoveLocation( udg_TempPoint[6] )
      • Custom script: call RemoveLocation( udg_TempPoint[7] )
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of Unit_FireBolt) Equal to Torch
          • (Unit_FireBolt is in UnitGroup_Torches) Equal to True
        • Then - Actions
          • Trigger - Run Light Torch <gen> (checking conditions)
        • Else - Actions


Trigger:
  • Light Torch
    • Events
    • Conditions
    • Actions
      • Unit Group - Remove Unit_FireBolt from UnitGroup_Torches
      • Unit - Grant shared vision of Unit_FireBolt to Player 1 (Red)
      • Animation - Play Unit_FireBolt's stand animation


EDIT: SOLVED!

This is my workaround... Stupid, but whatever. It works.

Trigger:
  • Light Torch
    • Events
    • Conditions
    • Actions
      • Unit Group - Remove Unit_FireBolt from UnitGroup_Torches
      • Set TempUnitGroup[1] = (Units of type Torch)
      • Unit Group - Pick every unit in TempUnitGroup[1] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is in UnitGroup_Torches) Equal to False
            • Then - Actions
              • Unit - Grant shared vision of (Picked unit) to Player 1 (Red)
            • Else - Actions
      • Custom script: call DestroyGroup ( udg_TempUnitGroup[1] )
      • Animation - Play Unit_FireBolt's stand animation
 

GFreak45

I didnt slap you, i high 5'd your face.
whats the Boolean_TorchLit variable? that could be getting in the way
 

Grags_1977

Ultra Cool Member
Trigger:
  • FireBolt
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to Firebolt
      • (Casting unit) Equal to Unit_Hero
    • Actions
      • Set Unit_FireBolt = (Target unit of ability being cast)
      • Set TempPoint[6] = (Position of (Casting unit))
      • Set TempPoint[7] = (Target point of ability being cast)
      • Wait ((Distance between TempPoint[6] and TempPoint[7]) / 1000.00) seconds
      • Custom script: call RemoveLocation( udg_TempPoint[6] )
      • Custom script: call RemoveLocation( udg_TempPoint[7] )
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of Unit_FireBolt) Equal to Torch
          • (Unit_FireBolt is in UnitGroup_Torches) Equal to True
        • Then - Actions
          • Trigger - Run Light Torch <gen> (checking conditions)
        • Else - Actions


Trigger:
  • Light Torch
    • Events
    • Conditions
    • Actions
      • Unit Group - Remove Unit_FireBolt from UnitGroup_Torches
      • Unit - Grant shared vision of Unit_FireBolt to Player 1 (Red)
      • Animation - Play Unit_FireBolt's stand animation


These are the triggers trimmed right down to the core. And same problem.


EDIT: Sorry GFreak, I should of edited the triggers for easy reading before I posted.
 

GFreak45

I didnt slap you, i high 5'd your face.
same question, what does the Boolean_TorchLit stand for?
pretty sure the only condition should be that Unit_FireBolt is a torch

EDIT: nvm i get it, ill look more at home
 

Grags_1977

Ultra Cool Member
Boolean_Torchlit isn't in the above triggers :)

It's to do with something else, and would take forever to explain.


Will line of sight blockers have any interference? Surely I should still see the unit though?
 

GFreak45

I didnt slap you, i high 5'd your face.
i believe that with the firebolt trigger i gave you the condition that the caster is a hero would break it :/ not sure if you are still using it though
 

Grags_1977

Ultra Cool Member
GFreak matey. Forget the triggers you seen before as the modfied triggers that you can see now still contain the bug.

I still appreciate the help though. But one more post about the older triggers WILL get you killed.

EDIT: The reason I edited the post in the first place is to avoid questions about things in the triggers that I knew we're not causing the error, but would cause confusion. But they are all relevant and would cause errors else where if they wasn't there.

EDIT2: K, now i'm seriosuly confuzzled. I changed 1 of the torches that allways refused to light and now it lights everytime. Urgh... I don't get it :'(

EDIT3: And now i'm in a bad mood, cause I rolled my cig the wrong way round. I do that all the time. I hate me.

EDIT: SOLVED!

Trigger:
  • Light Torch
    • Events
    • Conditions
    • Actions
      • Unit Group - Remove Unit_FireBolt from UnitGroup_Torches
      • Set TempUnitGroup[1] = (Units of type Torch)
      • Unit Group - Pick every unit in TempUnitGroup[1] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked unit) is in UnitGroup_Torches) Equal to False
            • Then - Actions
              • Unit - Grant shared vision of (Picked unit) to Player 1 (Red)
            • Else - Actions
      • Custom script: call DestroyGroup ( udg_TempUnitGroup[1] )
      • Animation - Play Unit_FireBolt's stand animation


Works. World Editor really pisses me off sometimes.
 
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