Weird Selection Problem

Derek0

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Ok, I can't figure this problem out. I am probably just dumb and can't find the obveous, but I can't figure it out nevertheless.

Anyway, my map (the attached map) is a simple CTF map but with custom skills. The custom skill process uses the Engineering ability to add skills to a hero, after they have been selected from a "shop". I would like to thank AceHart for the custom skills process. The major changes I have made since it was working fine were more heroes and auto-gates.

My map works fine in single player, but I get strange results in multiplayer. For one thing, when I try to choose my skills from the "shop", the game deselects the "shop" shortly after I select it. I had to be quick when selecting them, since I don't get much of a chance because of the deselection. After I get my skills, I have an even bigger problem. My hero is created, but I can only issue one order, and then the hero won't respond to any commands I give him. I can get around this if I select something else, then select the unit again, but he will only take one command every time I select him. This is really annoying.

Oh, and it would be nice to know if there was a way to make it so when the user does a move or attack-move, the game doesn't take into consideration the closed gates when it decides which path the hero will take. However, the gates must not be walkable.....
 
Just use this:

Event: Unit is attacked
Condition: Boolean - Owner of <Attacked unit> is an ally of Owner of <Attacking unit>
Condition: Unit-type of <Attacked unit> equal to Gate
Action: Order <Attacking unit> to <Right-Click> to Position of <attacked unit>
 
But, for one thing, the gate is a destructable. It's not a unit.
Seccond, since it's a destructable, it not allied to anyone.
and third, I am not just looking for a replacement to that code. I just put the code there because I couldn't think of any other trigger that may do this.
What I'm looking for is any reson that this wierd problem would happen, and how to fix it. I would like to know why this would happen, because I don't know anything that could cause this. The map is attached to the first post because I don't know where to look for this problem, and I can't just put all the triggers into one post. You don't have to download the map, you could just think of possible reasons and list them if you want. :(
 
"(Random destructible in GateMainS <gen>)"

You could check if its a specific gate, using a variety of OR conditions.
 
If i put the gate in a variable, and it's destroyed, will it still be in the variable? What if the health was null?
The problem I run into with gates, is that when the gate is opened, it has no health (it can't be attacked, targeted, selected, etc. It's like a prop when it's open). When it has no health, the game thinks it just died. Then, when it closes, it's back at full health. I had to mess with lots of triggers to get around this.
I still don't get what this trigger has to do with the problems I am getting. I wonder why I even posted it....... :banghead:
 
Here is what I did with mine, not sure if it as all the feature you need, but at least it keep its HP when it open. My Door require a small region under it to trigger the auto opening, Player 5 are the enemy creeps so they don't open the door too.
Code:
Open the door :
OpenDoor
    Events
        Unit - A unit enters Door <gen>
    Conditions
        And - All (Conditions) are true
            Conditions
                (Elven Gate (Horizontal) (Horizontal) 0000 <gen> is dead) Equal to False
                (Owner of (Entering unit)) Not equal to Player 5 (Yellow)
    Actions
        Set DoorOpen = True
        Set DoorHP = (Current life of Elven Gate (Horizontal) (Horizontal) 0000 <gen>)
        Destructible - Open Elven Gate (Horizontal) (Horizontal) 0000 <gen>


Close the door:
CloseDoor
    Events
        Unit - A unit leaves Door <gen>
    Conditions
        And - All (Conditions) are true
            Conditions
                DoorOpen Equal to True
                (Owner of (Leaving unit)) Not equal to Player 5 (Yellow)
    Actions
        Set DoorOpen = False
        Destructible - Close Elven Gate (Horizontal) (Horizontal) 0000 <gen>
        Destructible - Set life of Elven Gate (Horizontal) (Horizontal) 0000 <gen> to DoorHP

Hope it helps
 
:banghead: :banghead: :banghead: :banghead: :banghead: :banghead:
*takes a deep breath*
Sorry, I am getting really worked up becuase I've been working on this map forever now, and everytime i get it working, it has another problem. And this one has been annoying the heck out of me.
Ok, I have the triggers to open and close the gates. That works. I just want to know whats wrong with the problem I stated in the first post. The code there is probably not the problem. I just can't think of anything else that could have anything to do with it. Actually, I think i am going to remove it, because no one gets that that is probably not be the problem.....
The bottom line: I don't want a different way to use that code, I want to know whats wrong with my map. Please read the first post, and answer that question. :(
 
well y dont you want it to have any health? wat you r ding is making the computer treat it as dead, but the whole point is to close the gate again, therefore putting its health back up. your trigger doesent work because it is going against itself.

now if you the gate non-closeable, there wouldnt be a problem
 
MooMooMan said:
well y dont you want it to have any health? wat you r ding is making the computer treat it as dead, but the whole point is to close the gate again, therefore putting its health back up. your trigger doesent work because it is going against itself.

now if you the gate non-closeable, there wouldnt be a problem


Wow, um i understood about 3 lines outa that :o
 
ok, now were just getting off-topic. This thread is not about the health of gates.
I do want it to have health. When the gate opens, the game thinks it died, so I store the health before I open it. Then when I close it, I give the gate back it's health. Otherwise, the gate would be back at full health after it opens and closes. And what's the point of a gate if it couldn't close?
Anyway, I would like help on the problem stated in the first post, not the ones after. I still haven't gotten any idea of what could be causing this. And, since It really isn't helping, I am removing the code up there, because I can't find anything in it that would cause this error. If you want to see it, download the map. If you can't download the map, just tell me what could cause an error like this.
[edit] There's nothing wrong with the gates. They work fine. Read the first post.
 
Anyone? I really want to get this fixed. Please just read the first post and help me :(
 
Don't have time to look at the map, but I can answer this.

Derek0 said:
Oh, and it would be nice to know if there was a way to make it so when the user does a move or attack-move, the game doesn't take into consideration the closed gates when it decides which path the hero will take. However, the gates must not be walkable.....

I doubt it's possible. I really, really, really wish it was, but it doesn't seem to be.
 
Thanks. At least I got some info :P
If you can't download the map right now, I guess you can maybe think of possible reasons for this. I can't even think of what could cause this (besides a trigger designed to do it), much less find it and fix it.
 
Sargon said:
Don't have time to look at the map, but I can answer this.



I doubt it's possible. I really, really, really wish it was, but it doesn't seem to be.

I believe it is, but it'll take like two triggers. I do not have the time to look at the map either, because i am at school. Make a region on one side of the gate, and another on the other side. Then make a trigger that when a unit is ordered to move into 1 region, and hes in the other, he is ordered to go to the gate.
 
Thanks, i'll look into that.
But, can someone help me with my main problem? (read the first post) At least give me an idea of what could be causing it. You don't even have to download the map, just tell me some possible causes :(
 
I'll look over the map once I can get on WE, but until then, here is a way to fix your gate-moving type problem.

Make the gate so that it does not have a pthing map, walkable, as you say. Then make 2 triggers for each gate, and 2 small thin regions on each side that covers the whole space the gate is in. Now make the triggers push any units that move into the region back, like they hit the gate and stumbled back or something, and order them to stop. Now have a third trigger to keep track of whether the gate is open/closed/dead, and make the one turn off the 2 push back triggers as needed.

sounds hard, but once you get one you can basically copy-paste it for the rest of the gates.
 
AgentPaper said:
I'll look over the map once I can get on WE, but until then, here is a way to fix your gate-moving type problem.

Make the gate so that it does not have a pthing map, walkable, as you say. Then make 2 triggers for each gate, and 2 small thin regions on each side that covers the whole space the gate is in. Now make the triggers push any units that move into the region back, like they hit the gate and stumbled back or something, and order them to stop. Now have a third trigger to keep track of whether the gate is open/closed/dead, and make the one turn off the 2 push back triggers as needed.

sounds hard, but once you get one you can basically copy-paste it for the rest of the gates.
That would make it so the non-gateable units would try to go throught the gate, and then stop infront of it. The only way I can thing of, is make it so the heros are flying or some crap like that.

As for your first problem, I will download the map in a second.
 
Korolen said:
That would make it so the non-gateable units would try to go throught the gate, and then stop infront of it.
Thats what I want, I just turn the trigger off when the gate opens. I want it so that the player (who ownes the castle the gate is on) can walk out of his castle without having to click in front of the gate, then to where he wants to go. The gate will then automatically open for him.
 
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