what's wrong with loop??

A.Dominion

New Member
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0
hi everyone,
i don't understand what's wrong with the trigger function "loop" , it is so sensitive that a little change in the trigger make it instantly bug, is there some hidden things about loop in gui, are they buggy? or is there so limitation in the way they function?

here are the trigger: (if someone can explain me what's wrong)
Trigger:
  • Fall
    • Events
    • Conditions
    • Actions
      • Set Temp_point = (Point(-512.00, 0.00))
      • Environnement - Change terrain type at Temp_point to Automne de Lordaeron - Herbe using variation -1 in an area of size 88 and shape Square
      • Custom script: call RemoveLocation( udg_Temp_point )
      • Trigger - Run Fall Water Shallow <gen> (checking conditions)
      • Wait 0.10 seconds
      • Trigger - Run Fall Water Deep <gen> (checking conditions)
      • Wait 0.10 seconds
      • Trigger - Run Fall Lake Shallow <gen> (checking conditions)
      • Wait 0.10 seconds
      • Trigger - Run Fall Lake Deep <gen> (checking conditions)
      • Wait 0.10 seconds
      • Triggerr - Run Fall Tree <gen> (checking conditions)
      • Wait 0.10 seconds
      • Triggerr - Run Mountain <gen> (checking conditions)


this paste the terrain in Loarderon Fall Grass and run the loop trigger (all the trigger that are run from there are loop)

here is the detail of all looping trigger:

Trigger:
  • Fall Water Shallow
    • Events
    • Conditions
    • Actions
      • For each (Integer A) from 1 to WaterShallowN, do (Actions)
        • Boucle - Actions
          • Environnement - Change terrain type at WaterShallow[(Integer A)] to Ruines englouties - Sable using variation -1 in an area of size 1 and shape Square

Trigger:
  • Fall Lake Shallow
    • Events
    • Conditions
    • Actions
      • For each (Integer A) from 1 to LakeShallowN, do (Actions)
        • Boucle - Actions
          • Environnement - Change terrain type at LakeShallow[(Integer A)] to Ruines englouties - Sable using variation -1 in an area of size 1 and shape Square

Trigger:
  • Fall Water Deep
    • Events
    • Conditions
    • Actions
      • For each (Integer A) from 1 to WaterDeepN, do (Actions)
        • Boucle - Actions
          • Environnement - Change terrain type at WaterDeep[(Integer A)] to Ruines englouties - Terre herbeuse using variation -1 in an area of size 1 and shape Square

Trigger:
  • Fall Lake Deep
    • Events
    • Conditions
    • Actions
      • For each (Integer A) from 1 to LakeDeepN, do (Actions)
        • Boucle - Actions
          • Environnement - Change terrain type at LakeDeep[(Integer A)] to Ruines englouties - Terre herbeuse using variation -1 in an area of size 1 and shape Square

Trigger:
  • Fall Tree
    • Events
    • Conditions
    • Actions
      • For each (Integer A) from 1 to TreeN, do (Actions)
        • Boucle - Actions
          • Set Temp_point = (Position of Tree0[(Integer A)])
          • Destructible - Masquer Tree0[(Integer A)]
          • Destructible - Montrer Tree1[(Integer A)]
          • Environnement - Change terrain type at Temp_point to Ashenvale - Vignes using variation -1 in an area of size 1 and shape Square
          • Custom script: call RemoveLocation( udg_Temp_point )

Trigger:
  • Mountain
    • Events
    • Conditions
    • Actions
      • For each (Integer A) from 1 to MountainN, do (Actions)
        • Boucle - Actions
          • Environnement - Change terrain type at Mountain[(Integer A)] to Summer de Lordaeron - Rochers using variation -1 in an area of size 1 and shape Square


Edit: Here are the list of variable used
WaterDeepN = integer value 1001
WaterDeep = point (array)
WaterShallowN = integer value 1931
WaterShallow = point (array)
LakeShallowN = integer value 849
LakeShallow = point (array)
LakeDeepN = integer value 341
LakeDeep = point (array)
TreeN = integer value 5617
Tree0 , Tree1 = destructible (array)
MountainN = integer value 1907
Mountain = point (array)



the tree change but only up to tha first half, the other doesn't change.....


OK i Found out that the Point were not correctly stored apparently if u use Mountain (point(array)) = temp_point it bug and the correct way to store it is Mountain (point(array)) = (coordinate to point) (x of temp_point) (y of temp_point).

So Now the rest work but the tree still upgrade only up to about half the map, the rest still are not changed....Is there a limit for loop??
is 5617 too much ?
 

Tyrulan

Ultra Cool Member
Reaction score
37
In Fall Tree why are you hiding/showing tree. Just delete the old and in with the new!
 
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