Trigger breaking? If so, how and why?

bOb666777

Stand against the ugly world domination face!
Reaction score
117
> Where?

This line is supposed to do it:
Trigger:
  • Custom script: call KillUnit(sfxUnit)

Does not pile of bones get removed when unit revives?

That will kill the pile of bones
But since piles of bones have no death animation, they will stay there for a while before disapearing
You have to remove the unit: call RemoveUnit(sfxUnit)
 

Squishinator

New Member
Reaction score
3
Trigger Breaking? Leaking?

Here it is, its not working, so i am assuming something is wrong.


Trigger:
  • FIREBeast2 returns
    • Events
      • Time - Timer_FIREBEAST___RED[2] expires
    • Conditions
    • Actions
      • Hero - Modify Strength of Unit_fireBEAST1: Add 8
      • Hero - Modify Intelligence of Unit_fireBEAST1: Add 2
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Integer_BEAST_FIREred Greater than or equal to 1
        • Then - Actions
          • Unit - Add Ability_FIREBEAST_red[1] to Hero_RED
        • Else - Actions
      • -------- --------------------------------------------------------------------------------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Integer_FIRE_SUMMONred Equal to 1
        • Then - Actions
          • Unit - Remove Mars (SPELLBOOK) from Hero_RED
          • Unit - Remove Nova (SPELLBOOK) from Hero_RED
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Integer_FIRE_SUMMONred Equal to 2
        • Then - Actions
          • Unit - Remove Nova (SPELLBOOK) from Hero_RED
        • Else - Actions
      • Set Integer_BEAST_FIREred = (Integer_BEAST_FIREred + 1)
      • Set Integer_FIRE_SUMMONred = (Integer_FIRE_SUMMONred - 1)
 

Squishinator

New Member
Reaction score
3
By breaking i mean that nothing happens when the timer expires.

Trigger:
  • FIREBeast2 returns
    • Events
      • Time - Timer_FIREBEAST___RED[2] expires
    • Conditions
    • Actions
      • Hero - Modify Strength of Unit_fireBEAST1: Add 8
      • Hero - Modify Intelligence of Unit_fireBEAST1: Add 2
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Integer_BEAST_FIREred Greater than or equal to 1
        • Then - Actions
          • Unit - Add Ability_FIREBEAST_red[1] to Hero_RED
        • Else - Actions
      • -------- --------------------------------------------------------------------------------- --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Integer_FIRE_SUMMONred Equal to 1
        • Then - Actions
          • Unit - Remove Mars (SPELLBOOK) from Hero_RED
          • Unit - Remove Nova (SPELLBOOK) from Hero_RED
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Integer_FIRE_SUMMONred Equal to 2
        • Then - Actions
          • Unit - Remove Nova (SPELLBOOK) from Hero_RED
        • Else - Actions
      • Set Integer_BEAST_FIREred = (Integer_BEAST_FIREred + 1)
      • Set Integer_FIRE_SUMMONred = (Integer_FIRE_SUMMONred - 1)
 
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