The missles refuse to explode

HG-Bonfire

New Member
Reaction score
22
Hey, Im working on yet another minigame for my party game, this time its a sort of missle dodging game. Heres the triggers I used for it.

Code:
Dodger Initialization
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        Trigger - Turn off (This trigger)
        Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across Dodgers <gen>
        Camera - Apply Dodgers Start <gen> for Player 1 (Red) over 0.00 seconds
        Camera - Apply Dodgers End <gen> for Player 1 (Red) over 2.00 seconds
        Wait 3.00 seconds
        Camera - Apply Dodgers Start <gen> for Player 1 (Red) over 2.00 seconds
        Wait 2.00 seconds
        Player Group - Pick every player in (All players matching (((Matching player) slot status) Equal to Is playing)) and do (Actions)
            Loop - Actions
                Unit - Create 1 Villager (Male) for (Picked player) at (Center of Dodger Camera bounds <gen>) facing Default building facing degrees
                Unit Group - Pick every unit in (Units in Dodger Camera bounds <gen>) and do (Set Dodger[(Player number of (Owner of (Picked unit)))] = (Picked unit))
                Selection - Select (Last created unit) for (Picked player)
                Game - Display to (All players) the text: Dodge the missles!
        Camera - Set the camera bounds for Player 1 (Red) to Dodger Camera bounds <gen>
This trigger basically plays a short cinimatic at the beginning and creates the units and assigns them to variables. This trigger works completly fine. (The event is periodic because I wanted the trigger to be able to run more than once, like a minigame)

Code:
Missle Spawn
    Events
        Time - Every (Random real number between 0.00 and 0.40) seconds of game time
    Conditions
    Actions
        Unit - Create 1 Missle for Player 10 (Light Blue) at ((Center of Dodger Volley S <gen>) offset by (0.00, (Random real number between -720.00 and 600.00))) facing Default building facing degrees
        Unit - Set (Last created unit) movement speed to (Random real number between 500.00 and 1000.00)
        Unit Group - Pick every unit in (Units in Dodger Volley S <gen>) and do (Unit - Order (Picked unit) to Move To ((Position of (Picked unit)) offset by (-100000000.00, 0.00)))
This trigger spawns the missles on one side of the map, and orders them to go to the other, it also, works fine.

Code:
Missle Death
    Events
        Time - Every 0.10 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in (Units in Dodger Volley E <gen> owned by Player 10 (Light Blue)) and do (Unit - Explode (Picked unit))
this little code blows up the missles when they reach the end, works great, now heres the problem.

Code:
Missle Hit
    Events
        Time - Every 0.10 seconds of game time
    Conditions
    Actions
        If ((Number of units in (Units within 100.00 of (Position of Dodger[1]) matching ((Unit-type of (Triggering unit)) Equal to Missle))) Greater than 0) then do (Unit - Explode (Triggering unit)) else do (Do nothing)
        If ((Number of units in (Units within 100.00 of (Position of Dodger[2]) matching ((Unit-type of (Triggering unit)) Equal to Missle))) Greater than 0) then do (Unit - Explode (Triggering unit)) else do (Do nothing)
        If ((Number of units in (Units within 100.00 of (Position of Dodger[3]) matching ((Unit-type of (Triggering unit)) Equal to Missle))) Greater than 0) then do (Unit - Explode (Triggering unit)) else do (Do nothing)
        If ((Number of units in (Units within 100.00 of (Position of Dodger[4]) matching ((Unit-type of (Triggering unit)) Equal to Missle))) Greater than 0) then do (Unit - Explode (Triggering unit)) else do (Do nothing)
        If ((Number of units in (Units within 100.00 of (Position of Dodger[5]) matching ((Unit-type of (Triggering unit)) Equal to Missle))) Greater than 0) then do (Unit - Explode (Triggering unit)) else do (Do nothing)
        If ((Number of units in (Units within 100.00 of (Position of Dodger[6]) matching ((Unit-type of (Triggering unit)) Equal to Missle))) Greater than 0) then do (Unit - Explode (Triggering unit)) else do (Do nothing)
        If ((Number of units in (Units within 100.00 of (Position of Dodger[7]) matching ((Unit-type of (Triggering unit)) Equal to Missle))) Greater than 0) then do (Unit - Explode (Triggering unit)) else do (Do nothing)
        If ((Number of units in (Units within 100.00 of (Position of Dodger[8]) matching ((Unit-type of (Triggering unit)) Equal to Missle))) Greater than 0) then do (Unit - Explode (Triggering unit)) else do (Do nothing)
        If ((Number of units in (Units within 100.00 of (Position of Dodger[9]) matching ((Unit-type of (Triggering unit)) Equal to Missle))) Greater than 0) then do (Unit - Explode (Triggering unit)) else do (Do nothing)
this trigger doesnt seem to want to work. its supposed to blow up the missle, which has a damage upon death ability on it, when it hits one of the units. Can anybody see what is wrong?
 

uberfoop

~=Admiral Stukov=~
Reaction score
177
The final one doesnt work because there is no triggering unit. What triggering unit returned value would you expect from "Time - Every 0.10 seconds of game time"?
Change triggering unit to matching unit. Or maybe it's picked unit. Whatever i forget, try both those.
 

Duwenbasden

Ver 6 CREATE energy AS SELECT * FROM u.energy
Reaction score
165
There is no unit on the last trigger. Use a "pick every unit..." and condense the trigger.
 
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