Trigger Turns Itself Off?

Warraven

New Member
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1
Hello, I am just working on my survival map and I am just making a checking trigger which checks to see how many units owned by player 12 (Brown) are in a region, I have done most of the leaks I can see. The one thing which has stumped me is that, I have an even in it which constantly displays the ammount. Now when a unit enters the region it sets it too one, but turns it off. I have no trigger to turn it off or and other events/actions. Please help!

Trigger:
  • Zombie Count
    • Events
      • Time - Every 0.03 seconds of game time
    • Conditions
    • Actions
      • Set TempGroup[50] = (Units in The Castle <gen>)
      • Set Zombies = (Number of units in (Units in The Castle <gen> owned by Player 12 (Brown)))
      • Game - Display to (All players) the text: (Zombies: + (String(Zombies)))
      • Unit Group - Pick every unit in TempGroup[50] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Picked unit)) Equal to Zombie
            • Then - Actions
              • Set TempPlayers[2] = (All players)
              • Player Group - Pick every player in TempPlayers[2] and do (Actions)
                • Loop - Actions
                  • Player - Set (Picked player) Current lumber to (Number of units in (Units in The Castle <gen> owned by Player 12 (Brown)))
              • Custom script: call DestroyForce(udg_TempPlayers[2])
            • Else - Actions
      • Custom script: call DestroyGroup (udg_TempGroup[50])
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in (Units in The Castle <gen> owned by Player 12 (Brown))) Greater than or equal to 100
        • Then - Actions
          • Set TempPlayers[1] = (All players)
          • Player Group - Pick every player in TempPlayers[1] and do (Actions)
            • Loop - Actions
              • Game - Defeat (Picked player) with the message: There were too many...
          • Custom script: call DestroyForce(udg_TempPlayers[1])
        • Else - Actions
 

Exide

I am amazingly focused right now!
Reaction score
448
This is a really bad trigger.

Start by creating a Unit Group that is not temporary. (Meaning you will not destroy it.)
Do this in a map init trigger, and do it like:
set CheckGroup = (Units in The Castle <gen> owned by Player 12 (Brown))

Now you've got your CheckGroup, add a new trigger:
E: A unit enters The Castle <gen>
C: Owner of Unit is (Player 12(Brown))
A: Add (Triggering Unit) to CheckGroup

Then finally, a check trigger:

E: Every 0.5 seconds
C:
A: If / Then / Else .. If There is more than *** units in CheckGroup do ...
else do ...


That should work better for you.
 

Sgqvur

FullOfUltimateTruthsAndEt ernalPrinciples, i.e shi
Reaction score
62
Maybe its because of this:
Trigger:
  • call DestroyGroup (udg_TempGroup[50])

You destroyed the group thus the trigger is "turned off"?
 
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