What could be the loopholes of this trigger?

thevoden

New Member
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5
This trigger has caused a unit to not be invulnerable in town. It has only been a shape-shifting druid with the Robo-form ability, though its possible it could work with other heroes too.

Code:
Town Invulnerable
    Events
        Unit - A unit enters Rogue Encampmenet <gen>
    Conditions
    Actions
        Unit - Make (Triggering unit) Invulnerable

Code:
Town Leave Uninvulnerable
    Events
        Unit - A unit leaves Rogue Encampmenet <gen>
    Conditions
    Actions
        Unit - Make (Triggering unit) Vulnerable
 
1

131ackout

Guest
Just add a condition: (Entering Unit) is Equal to (Triggering Player) i think.
and other one for leaving: (Leaving Unit) is Equal to (Triggering Player)

I dont have my we on atm, but i think this should work.
 

Knight7770

Hippopotomonstrosesquiped aliophobia
Reaction score
187
Just add a condition: (Entering Unit) is Equal to (Triggering Player) i think.
and other one for leaving: (Leaving Unit) is Equal to (Triggering Player)

I dont have my we on atm, but i think this should work.
Units can't be players. That won't work.
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
> No, there isn't...

With any luck, there actually is one. The owner of the unit that triggered the event.

Anyway, what that condition could possibly be good for is beyond me.

As a general recommendation, I'd suggest to simply ignore replies by Blackout...


Now, why isn't it working...
Tried adding some "game - display" to the triggers to see if the work or not and when?
 
1

131ackout

Guest
> Knight7770
You don't believe me?

Then go on WE, then go to Triggers (F4)

then make a condition (dont make it, just see)
and look for Player Color Comparison
and click "Color of Player 1" and then click player 1, and and under the function, there's Event Response - Triggering Player

And you'll know it.
 

Septimus

New Member
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58
Triggering player refer to event that are being activate by player while triggering unit refer to event that are being activate by unit.

Event that are usually activate by triggering player would be like

Event - Player 1 select a unit

Event that are usually activate by unit would be like

Unit - A unit enters Region 0000<gen>

And yes, there is a triggering player function.

Well, let's not go off topic.

The reason why the trigger had loophole could be possibly cause by 2 reason.

1st, at the beginning of the game. The unit is already inside the region. The trigger you set only work for the unit that start to entering the region, not those unit that already inside the region.

2nd, this loophole could possibly happen when 2 unit enter the region at the same time.
 

Flare

Stops copies me!
Reaction score
662
I think he meant that Triggering Player doesn't work in response to the unit event (and AceHart just shot that down :p), as opposed to whether Triggering Player exists in WE or not.

2nd, this loophole could possibly happen when 2 unit enter the region at the same time.

Fat chance of that happening. You try moving two units into a region so that they both enter the region at the precise time (and, even if you did do that, I doubt it would change anything since Triggering Unit is too awesome to be beaten that easily)
 

thevoden

New Member
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5
Triggering player refer to event that are being activate by player while triggering unit refer to event that are being activate by unit.

Event that are usually activate by triggering player would be like

Event - Player 1 select a unit

Event that are usually activate by unit would be like

Unit - A unit enters Region 0000<gen>

And yes, there is a triggering player function.

Well, let's not go off topic.

The reason why the trigger had loophole could be possibly cause by 2 reason.

1st, at the beginning of the game. The unit is already inside the region. The trigger you set only work for the unit that start to entering the region, not those unit that already inside the region.

2nd, this loophole could possibly happen when 2 unit enter the region at the same time.

Well #1 is check off and doesn't apply to my map. The #2 situation seems realistic to me. I'd like to add that I also have a revive system in my map that revives heroes.



I think he meant that Triggering Player doesn't work in response to the unit event (and AceHart just shot that down :p), as opposed to whether Triggering Player exists in WE or not.



Fat chance of that happening. You try moving two units into a region so that they both enter the region at the precise time (and, even if you did do that, I doubt it would change anything since Triggering Unit is too awesome to be beaten that easily)
How should I solve this problem?
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
> The #2 situation seems realistic to me

The triggering engine may have its dumb moments, but it has no problems with simultaneous events...
 
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