Trigger questions...

Lizidian

New Member
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13
Ok i dont know why these triggers dont work... any help would be nice...

Code:
Trees
    Events
        Destructible - A destructible within (Playable map area) dies
    Conditions
        Or - Any (Conditions) are true
            Conditions
                (Destructible-type of (Dying destructible)) Equal to Cityscape Fall Tree Wall
                (Destructible-type of (Dying destructible)) Equal to Cityscape Snowy Tree Wall
                (Destructible-type of (Dying destructible)) Equal to Cityscape Summer Tree Wall
                (Destructible-type of (Dying destructible)) Equal to Cityscape Winter Tree Wall
    Actions
        Destructible - Create a (Destructible-type of (Dying destructible)) at (Position of (Dying destructible)) facing (Random angle) with scale 1.00 and variation 0

Code:
Gate Death
    Events
        Unit - A unit Dies
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Guard Tower 0097 <gen> Equal to (Dying unit)
                Guard Tower 0098 <gen> Equal to (Dying unit)
            Then - Actions
                Destructible - Kill Elven Gate (Vertical) 0345 <gen>
            Else - Actions
 

mase

____ ___ ____ __
Reaction score
154
For destruc. use ressurect dying destuc.
 

l-hate_you

New Member
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6
For the second one, you are going to want to put "or, multiple conditions" and put both of the guard tower condition under that condition if you want it to be if either one dies the destroy because for what you have now, the only way it would work is if both towers died at exactly the same millisecond. Or, you could do a boolean check for both towers instead, if you wanted them both to be dead before the gate is destroyed. Its quite obvious that it doesnt work the way you have it. Can you understand that or is it confusing?
 

xPheRe

New Member
Reaction score
43
The first one works.
If you look carefully at the tiny text shown when you select the "Destructible within rect dies" event you'll see
Warcraft Editor said:
Only the first 64 destructibles within the rect when this event is registered are monitored for death. It is best to use this event for rects containing only a few destructibles.
So maybe your destroying one of the destructibles that aren't registered in the event.

In the second trigger, the condition in your If is a little weird.
if (Dying unit) is <Guard 0097> AND (Dying unit) is <Guard 0098> then...
Only one of them will be (Dying unit).
The other maybe is still alive.
Or it died.

Change the events and use a comparison
Code:
Events
    <Guard 0097> dies
    <Guard 0098> dies
Conditions
    (Evaluation count of (This trigger)) Equal to 2
Actions
    Kill <Elven Gate (Vertical) 0345>
Whenever you kill the first one (97 or 98), evaluation count will become 1.
Then when you kill the other, evaluation count becomes 2 and the action fires.
 

Lizidian

New Member
Reaction score
13
yep so i set my gate trigger to this

Code:
Gate Death
    Events
        Unit - Guard Tower 0097 <gen> Dies
        Unit - Guard Tower 0098 <gen> Dies
    Conditions
        (Evaluation count of (This trigger)) Equal to 2
    Actions
        Destructible - Kill Elven Gate (Vertical) 0345 <gen>

and it still doesnt work and i dont understand what i should do with the tree trigger... help plz :D lol
 

mase

____ ___ ____ __
Reaction score
154
Use something like this: Vars used: eventstriggerednumber = integer var
Code:
Events: A unit dies
Conds: dying unit = guard tower 97 or dying unit = guard tower 98
Acts: Set eventstriggerdnumber = eventstriggerednumber + 1
And to open the gate use something like:
Code:
Events: Every .1 seconds of the game
Conds: eventstriggerdnumber = 2
Acts: Kill Elven Gate (Vertical) 0345 <gen>
 
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