Trigger Fails

X.Terror.X

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This trigger should send created units that are added to the group to point a > b > c
but somehow it doesnt do as it should be doing.
creeps move to target A and then run back, like patrol. somethimes they get to the second point. but that is when they first returned to the point were they were created.


Variables:

Trigger:
  • MOVE DATABASE
    • Events
      • Time - Elapsed game time is 0.01 seconds
    • Conditions
    • Actions
      • Set GroupMoveTarget[1] = W1 move <gen>
      • Set GroupMoveTarget[2] = M1 Move <gen>
      • Set GroupMoveTarget[3] = E1 Move <gen>
      • Set GroupMoveTarget[4] = W2 Move <gen>
      • Set GroupMoveTarget[5] = M2 Move <gen>
      • Set GroupMoveTarget[6] = E2 Move <gen>
      • Set GroupMoveTarget[7] = W3 Move <gen>
      • Set GroupMoveTarget[8] = M3 Move <gen>
      • Set GroupMoveTarget[9] = E3 Move <gen>
      • Set WMEAbility[1] = West Line
      • Set WMEAbility[2] = Mid Line
      • Set WMEAbility[3] = East Line




if one of the 3 abilities is used the building will create creeps that sprawn to one of the 3 chosen paths. (west mid east)
Trigger:
  • MWE Group
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Ability being cast) Equal to West Line
          • (Ability being cast) Equal to East Line
          • (Ability being cast) Equal to Mid Line
    • Actions
      • Unit Group - Remove (Triggering unit) from WMEBuild[4]
      • For each (Integer A) from 1 to 3, do (Actions)
        • Loop - Actions
          • Unit Group - Remove (Triggering unit) from WMEBuild[(Integer A)]
          • Unit - Add WMEAbility[(Integer A)] to (Triggering unit)
      • For each (Integer A) from 1 to 3, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Ability being cast) Equal to WMEAbility[(Integer A)]
            • Then - Actions
              • Unit - Remove WMEAbility[(Integer A)] from (Triggering unit)
              • Unit Group - Add (Triggering unit) to WMEBuild[(Integer A)]
            • Else - Actions



When they reached poin A they are send in agroup which will send them to B
same to point C
Trigger:
  • MWE2 Group
    • Events
      • Unit - A unit enters W1 move <gen>
      • Unit - A unit enters M1 Move <gen>
      • Unit - A unit enters E1 Move <gen>
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • (Owner of (Triggering unit)) Equal to Player 7 (Green)
          • Or - Any (Conditions) are true
            • Conditions
              • ((Triggering unit) is in GroupMover[1]) Equal to True
              • ((Triggering unit) is in GroupMover[2]) Equal to True
              • ((Triggering unit) is in GroupMover[3]) Equal to True
    • Actions
      • For each (Integer A) from 1 to 3, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Triggering unit) is in GroupMover[(Integer A)]) Equal to True
            • Then - Actions
              • Unit Group - Remove (Triggering unit) from GroupMover[(Integer A)]
              • Unit Group - Add (Triggering unit) to GroupMover[((Integer A) + 3)]
              • Unit - Order (Picked unit) to Stop
            • Else - Actions



trigger which make them move
Trigger:
  • MWE Move
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 9, do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in GroupMover[(Integer A)] and do (Actions)
            • Loop - Actions
              • If ((Current order of (Picked unit)) Not equal to (Order(attack))) then do (Unit - Order (Picked unit) to Attack-Move To (Random point in GroupMoveTarget[(Integer A)])) else do (Do nothing)



i hope somone can see why this trigger doesnt work, i got no clue because, it succesfully adds the units to all units group.


#edit i dont want to show all of my triggers that whud be unhandy. but to explain WMEGroup trigger: WMEBuild is the building that the creeps are sprawned at. when they are created the units are placed in GroupMover[same as WMEBuild integer]
 

RangerX

I am justice!
Reaction score
69
you can try to deselect can't flee [and make sure they are not creeps [neutral creeps ] cuz they tend to protect the place were they are
spawned

edit: you have an leak point every 0.5 second in the last trigger (Random point in GroupMoveTarget[(Integer A)]))
you should put than in a variable and remove it with call RemoveLocation(udg_Yourvariable)
 

Mahrloc

New Member
Reaction score
5
Trigger:
  • AI - Ignore the guard positions of all PLAYER units

i think this should solve the problem.
 

X.Terror.X

New Member
Reaction score
10
you can try to deselect can't flee [and make sure they are not creeps [neutral creeps ] cuz they tend to protect the place were they are
spawned

edit: you have an leak point every 0.5 second in the last trigger (Random point in GroupMoveTarget[(Integer A)]))
you should put than in a variable and remove it with call RemoveLocation(udg_Yourvariable)


are you sure? these spots never change.

group[1] moves to West region 1
group[2] moves to mid region 1
[3] east 1
[4] west 2
[5] mid 2
[6] east 2
[7] west 3
ect.

i dont see why i should remove location since it must be always the same.
the point is that they swap the units between groups i dont make new groups or make a specific groups change from region

and it are not neutrals



And - All (Conditions) are true
Conditions
(Owner of (Triggering unit)) Equal to Player 7 (Green)
Or - Any (Conditions) are true
Conditions
((Triggering unit) is in GroupMover[1]) Equal to True
((Triggering unit) is in GroupMover[2]) Equal to True
((Triggering unit) is in GroupMover[3]) Equal to True



Edit#
Did not work as
AI - Ignore the guard positions of all Player 7 (Green) units
"Can Flee Equal to false" doesnt work
 

X.Terror.X

New Member
Reaction score
10
bumb


#edit

i tested it a few times with checking if they are in the group or not.
and it seems it fails removing them from the old group and adding them to the new group fails.



Trigger:
  • Actions
    • For each (Integer A) from 1 to 3, do (Actions)
    • Loop - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • ((Triggering unit) is in GroupMover[(Integer A)]) Equal to True
    • Then - Actions
    • Unit Group - Remove (Triggering unit) from GroupMover[(Integer A)]
    • Unit Group - Add (Triggering unit) to GroupMover[((Integer A) + 3)]


perhaps somone knows how to fix this problem? i got no clue why this function does not work...





edit: you have an leak point every 0.5 second in the last trigger (Random point in GroupMoveTarget[(Integer A)]))
you should put than in a variable and remove it with call RemoveLocation(udg_Yourvariable)

i dont really understand this what to do



#Edit 2
the trigger works when i used move action.
 
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