Tag Script not properly rescuing.

Blackrage

Ultra Cool Member
Reaction score
25
For some reason, the part where it rescues (TraditionalActions) doesnt work. Can anyone tell me why that happens?

Runner is a variable from a different trigger.

JASS:
library Tag initializer Init requires BoolexprUtils
    globals
        private constant integer WispId = 'n000'
        group TaggedGroup = CreateGroup()
        private integer array RunnerType
        integer TaggedAmt = 0
    endglobals
    
    private function TraditionalActions takes nothing returns nothing
        local unit u = GetEnteringUnit()
        local unit PickedUnit
        local integer i = 0
        if IsUnitType(u, UNIT_TYPE_PEON) == true then
            loop
                set PickedUnit = FirstOfGroup(TaggedGroup)
                exitwhen PickedUnit == null
                set TaggedAmt = TaggedAmt - 1
                set i = i + 1
                call SetUnitX(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], GetUnitX(PickedUnit))
                call SetUnitY(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], GetUnitY(PickedUnit))
                call ShowUnit(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], true)
                call PauseUnit(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], false)
                call IssueImmediateOrder(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], "stop")
                if (GetLocalPlayer() == Runner[GetPlayerId(GetOwningPlayer(PickedUnit))]) then
                    call ClearSelection()
                    call SelectUnit(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], true)
                endif
                call GroupRemoveUnit(TaggedGroup, PickedUnit)
                call RemoveUnit(PickedUnit)
            endloop
            
            if i > 0 then
                set i = 0
                loop
                    call DisplayTextToPlayer(Player(i), 0, 0, "|c"+PlayerColors[GetPlayerId(GetOwningPlayer(u))]+GetPlayerName(GetOwningPlayer(u))+ColorEnd+" has released the prisoners.")
                    exitwhen i == 11
                    set i = i + 1
                endloop
            endif
        endif
        set u = null
    endfunction
    
    private function SwitchTag takes nothing returns nothing
    endfunction
    
    private function FreezeTag takes nothing returns nothing
    endfunction
    
    private function Action takes nothing returns nothing
        local unit u = GetTriggerUnit()
        local unit k = GetEventDamageSource()
        local player p = GetOwningPlayer(u)
        local unit PickedUnit = null
        local group g = CreateGroup()
        local integer i = 0
        local integer PUI
        local unit w
        
        if IsUnitType(u, UNIT_TYPE_PEON) == true and GetUnitAbilityLevel(u, 'B000') == 0 and GetUnitAbilityLevel(u, 'B003') == 0 then
            if IsUnitAlly(k, GetOwningPlayer(u)) != true then
                set TaggedAmt = TaggedAmt + 1
                call ShowUnit(u, false)
                call PauseUnit(u, true)
                
                call GroupEnumUnitsOfPlayer(g, p, BOOLEXPR_TRUE)
                
                loop
                    set PickedUnit = FirstOfGroup(g)
                    exitwhen PickedUnit == null
                    if IsUnitType(PickedUnit, UNIT_TYPE_STRUCTURE) == true then
                        call KillUnit(PickedUnit)
                    endif
                endloop
                
                loop
                    call DisplayTextToPlayer(Player(i), 0, 0, "|c"+PlayerColors[GetPlayerId(GetOwningPlayer(k))]+GetPlayerName(GetOwningPlayer(k))+ColorEnd+" has tagged "+"|c"+PlayerColors[GetPlayerId(GetOwningPlayer(u))]+GetPlayerName(GetOwningPlayer(u))+ColorEnd+".")
                    exitwhen i == 11
                    set i = i + 1
                endloop
                
                set w = CreateUnit(p, WispId, GetStartLocationX(GetPlayerStartLocation(p)), GetStartLocationX(GetPlayerStartLocation(p)), 0)
                call GroupAddUnit(TaggedGroup, w)
            endif
        endif
        
        set u = null
        set w = null
        set k = null
    endfunction
    
    function AddTag takes unit u returns nothing
        local trigger t = CreateTrigger()
        call TriggerRegisterUnitEvent(t, u, EVENT_UNIT_DAMAGED)
        call TriggerAddAction(t, function Action)
    endfunction
    
    private function Init takes nothing returns nothing
        local trigger t = CreateTrigger()
        local trigger trig = CreateTrigger()
        local region TagRegion = CreateRegion()
        call RegionAddRect(TagRegion, gg_rct_TagZone)
        call TriggerRegisterEnterRegion(trig, TagRegion, BOOLEXPR_TRUE)
        call TriggerAddAction(trig, function TraditionalActions)
        call TriggerRegisterAnyUnitEventBJ(t, EVENT_PLAYER_UNIT_DEATH)
        call TriggerAddAction(t, function Action)
    endfunction
endlibrary
 

Builder Bob

Live free or don't
Reaction score
249
"Doesn't work" doesn't say much.

I don't know what's supposed to happen, what happens, and what doesn't happen as it should.

Maybe if I played Tag games I would understand. I'll try to help if I can get more information.
 

Blackrage

Ultra Cool Member
Reaction score
25
K, my tag system works like this:

You get initialized into the tag trigger when you pick your runner. Then, it will detect whenever you get damaged and run the Action function for that unit. It will hide the unit and pause it and create a wisp at the center of the map. The wisp can move around freely with 0 collision (and foot movement pathing). When someone goes into the center rect (gg_rct_TagZone), they will resurrect all the people who got tagged at their wisp's current x and y coordinates.

However, the trigger where someone goes into the center doesn't trigger at all.
 

Builder Bob

Live free or don't
Reaction score
249
Alright.

I'm assuming you call AddTag when you pick your runner as you say, and that the wisps are created when you get damaged.

The TagRegion looks like it is created correctly, so as long as the region is called TagZone, units entering should trigger the function TraditionalActions when they enter it.

I think maybe the problem lies in the function TraditionalActions itself.

What do you see printed on the screen if you try replacing it with this version of TraditionalActions?

JASS:
private function TraditionalActions takes nothing returns nothing
	local unit u = GetEnteringUnit()
	local unit PickedUnit
	local integer i = 0
	call BJDebugMsg("TraditionalActions has fired")
	if IsUnitType(u, UNIT_TYPE_PEON) == true then
		call BJDebugMsg("Entering UNIT_TYPE_PEON == true")
		loop
			set PickedUnit = FirstOfGroup(TaggedGroup)
			exitwhen PickedUnit == null
			call BJDebugMsg(GetUnitName(PickedUnit) + " has been rescued")
			set TaggedAmt = TaggedAmt - 1
			set i = i + 1
			call SetUnitX(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], GetUnitX(PickedUnit))
			call SetUnitY(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], GetUnitY(PickedUnit))
			call ShowUnit(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], true)
			call PauseUnit(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], false)
			call IssueImmediateOrder(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], "stop")
			if (GetLocalPlayer() == Runner[GetPlayerId(GetOwningPlayer(PickedUnit))]) then
				call ClearSelection()
				call SelectUnit(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], true)
			endif
			call GroupRemoveUnit(TaggedGroup, PickedUnit)
			call RemoveUnit(PickedUnit)
		endloop
		call BJDebugMsg("checkpoint 1 reached")
		if i > 0 then
			set i = 0
			loop
				call DisplayTextToPlayer(Player(i), 0, 0, "|c"+PlayerColors[GetPlayerId(GetOwningPlayer(u))]+GetPlayerName(GetOwningPlayer(u))+ColorEnd+" has released the prisoners.")
				exitwhen i == 11
				set i = i + 1
			endloop
		endif
		call BJDebugMsg("checkpoint 2 reached")
	else
		call BJDebugMsg("Entering UNIT_TYPE_PEON == false")
	endif
	set u = null
endfunction
 

Blackrage

Ultra Cool Member
Reaction score
25
Hm, it stops working after a while. I have a replay:
 

Attachments

  • Not Working.w3g
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wraithseeker

Tired.
Reaction score
122
Not related to your problem but

JASS:
call SetUnitX(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], GetUnitX(PickedUnit))
                        call SetUnitY(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], GetUnitY(PickedUnit))
                        call ShowUnit(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], true)
                        call PauseUnit(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], false)
                        call IssueImmediateOrder(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], "stop")
                        if (GetLocalPlayer() == Runner[GetPlayerId(GetOwningPlayer(PickedUnit))]) then
                                call ClearSelection()
                                call SelectUnit(Runner[GetPlayerId(GetOwningPlayer(PickedUnit))], true)


Why are you using GetPlayerId? They look nasty.
 
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