Trigger issue

Smitty

Member
Reaction score
20
Why isn't this working? I've checked, it adds the hero to the group (or rather, printing the number of units in 'tempgroup' shows '1' when tested with 1 hero), so all conditions seem to be met, but the xp gain isn't implemented, any thoughts?

Here it is;
Trigger:
  • XP Awarded
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Owner of (Killing unit)) is in Defenders) Equal to True
    • Actions
      • For each (Integer A) from 0 to CreepTypeNumber, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Dying unit)) Equal to CreepArray[(Integer A)]
            • Then - Actions
              • Set TempPoint = (Position of (Dying unit))
              • Set Tempgroup = (Units within 800.00 of TempPoint matching ((((Matching unit) is A Hero) Equal to True) and (((Matching unit) is alive) Equal to True)))
              • Unit Group - Pick every unit in Tempgroup and do (Actions)
                • Loop - Actions
                  • Hero - Add ((CreepValueArray[(Integer A)] / ((Number of units in Tempgroup) / 5)) + 2) experience to (Picked unit), Hide level-up graphics
              • Unit Group - Remove all units of Tempgroup from Tempgroup
              • Custom script: call DestroyGroup(udg_Tempgroup)
            • Else - Actions

all the array variable parts are right, but it's the
Trigger:
  • Hero - Add ((CreepValueArray[(Integer A)] / ((Number of units in Tempgroup) / 5)) + 2) experience to (Picked unit), Hide level-up graphics

Thanks in advance :)
Thanks in advance :)
 

afisakov

You can change this now in User CP.
Reaction score
37
have you tried just changing it to
Trigger:
  • Hero - Add (CreepValueArray[(Integer A)] ) experience to (Picked unit), Hide level-up graphics

to see if that works, just to make sure the array and surrounding trigger is sound.
then set a "real" variable to
"(CreepValueArray[(Integer A)] / ((Number of units in Tempgroup) / 5)) + 2"
and have the game play a text message showing that outcome to make sure it is not 0. Once you see which test fails you will have a better idea where to look.
 

Smitty

Member
Reaction score
20
I tested it using 'kill picked unit'. Didn't work :(

Thanks for the suggestion though. Any more?
 

Dameon

"All the power in the world resides in the eyes"
Reaction score
127
add text messages,
first above the array add one that says fire,
then in the array one that says array + convery interger a to string
inside the if then else add unit name of dieing unit.
inside unitgroup unit name of picked unit.

THat will tell you right where it is going wrong.
 

BloodySkullz

Active Member
Reaction score
10
What if you try to remove this line:
Trigger:
  • Unit Group - Remove all units of Tempgroup from Tempgroup
 

Smitty

Member
Reaction score
20
It works, for some reason removing the 'add hero xp' line makes it function if I tell it to kill the unit instead... Don't know where to go from here ._.

EDIT: I DO know, but why would that line not work? It's standard GUI.
 

thorhunter

You can change this now in User CP.
Reaction score
32
Try making it whole number value perhaps? I'm not sure whether exp can be distributed in real values.
 

OMGOMGOMG

UMBWGMG (Unidentified Human Being.)
Reaction score
28
XP Doesn't come in real values. Use something else instead. XP is like this in-game:

Arthas:
XP: 4005

NOT:

Arthas:
XP:4003.23
 
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