Structure upgrade 'greyed' after an issued train order finishes

averes

New Member
Reaction score
17
Like in castle fight I'm making a build continuously train units back to back as they finish. The spawner's supposed to be able to upgrade as well. When the spawner first finishes being built a unit is queued up to train perfectly, when it finishes though the upgrade ability is permanently grayed out. The triggers are pretty simple so I don't know why this is happening.

Here the triggers, I wrote them in JASS since typing > clicking. There simple triggers though, nothing complex. The first trigger handles adding the spawners to a unit group and train the initial unit. The second trigger handles the continuation of training. Since the upgrade greys out after a unit finishes I'm guessing it has to do with the second triggers. The "most important variable" is set to the number of types of spawners and udg_TrainBuilding[], udg_TrainUnits[] are set elsewhere.

JASS:
function Trig_BuildingTrain_Group_Actions takes nothing returns nothing
    local integer temp = -1
    local integer temptype = GetUnitTypeId(GetConstructedStructure())
    
    loop
        set temp = temp + 1
        exitwhen (temp == udg_MOSTIMPORTANTVARIABLE) or (temptype == udg_TrainBuilding[temp])
    endloop
    
    if(not(temptype == udg_TrainBuilding[temp])) then
        //call DisplayTextToForce(GetPlayersAll(), "Your most important variable is WRONG.")
    else
        call GroupAddUnit(udg_SpawnBuildings, GetConstructedStructure())
        call IssueTrainOrderByIdBJ(GetConstructedStructure(),udg_TrainUnits[temp])
    endif
endfunction

//===========================================================================
function InitTrig_BuildingTrain_Group takes nothing returns nothing
    set gg_trg_BuildingTrain_Group = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_BuildingTrain_Group, EVENT_PLAYER_UNIT_CONSTRUCT_FINISH )
    call TriggerAddAction( gg_trg_BuildingTrain_Group, function Trig_BuildingTrain_Group_Actions )
endfunction


JASS:
function Trig_BuildingTrain_Possible_Fix_Actions takes nothing returns nothing
    local integer temp = 0
    local integer temp2 = -1
    if(IsUnitInGroup(GetTriggerUnit(), udg_SpawnBuildings)) then
        //call DisplayTextToForce(GetPlayersAll(), GetUnitName(GetTriggerUnit()))
        loop
            set temp2 = temp2 + 1
            set temp = udg_TrainBuilding[temp2]
        exitwhen (temp2 == udg_MOSTIMPORTANTVARIABLE) or (temp == GetUnitTypeId(GetTriggerUnit()))
        endloop
         call IssueImmediateOrderById(GetTriggerUnit(),udg_TrainUnits[temp2])
    endif
endfunction

//===========================================================================
function InitTrig_BuildingTrain_Possible_Fix takes nothing returns nothing
    set gg_trg_BuildingTrain_Possible_Fix = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_BuildingTrain_Main, EVENT_PLAYER_UNIT_TRAIN_FINISH )
    call TriggerAddAction( gg_trg_BuildingTrain_Possible_Fix, function Trig_BuildingTrain_Possible_Fix_Actions )
endfunction
 

Tom Jones

N/A
Reaction score
437
Odd. Mind either uploading your map or replicate your problem in a test map and upload that?
 
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