I have a big problem regarding the camera. For no reason the camera trigger starts whenever any unit gets killed. It will restart again and again and again for each unit that has been killed. I haven't done anything in the camera trigger for a while, but I will post it for you anyway (maybe you can find what is wrong?)
KerriganStartEventsUnit-Giantolisk[167.59,171.79]diesUnit-NydusWorm(Canal)[64.00,32.00]diesLocalVariablesConditions(AllunitsinUnitGrouparedead)==TrueActionsUnit-ShowZeratul[98.88,7.10]AI-PauseAItimeUnit-PauseallunitsUnit-UnpauseKerrigan(Char)[6.90,164.28]Unit-UnpauseHunterKiller[54.95,117.57]Camera-Savethecurrentcamerasettingsforplayer1Camera-Savethecurrentcamerasettingsforplayer2Camera-Savethecurrentcamerasettingsforplayer3Camera-Savethecurrentcamerasettingsforplayer4Cinematics-TurncinematicmodeOnfor(Allplayers)overImmediatesecondsVisibility-RevealCinematicRevealerforplayer1for19.0secondsandDoNotcheckclifflevelVisibility-RevealCinematicRevealerforplayer2for19.0secondsandDoNotcheckclifflevelVisibility-RevealCinematicRevealerforplayer3for19.0secondsandDoNotcheckclifflevelVisibility-RevealCinematicRevealerforplayer4for19.0secondsandDoNotcheckclifflevelUnit-ShowKerrigan(Char)[6.90,164.28]Camera-ApplyKerriganStartforplayer1over7.0secondswith100%initialvelocity,0%deceleration,andIncludeTargetCamera-ApplyKerriganStartforplayer2over7.0secondswith100%initialvelocity,0%deceleration,andIncludeTargetCamera-ApplyKerriganStartforplayer3over7.0secondswith100%initialvelocity,0%deceleration,andIncludeTargetCamera-ApplyKerriganStartforplayer4over7.0secondswith100%initialvelocity,0%deceleration,andIncludeTargetGeneral-Wait8.0GameTimesecondsUnit-OrderKerrigan(Char)[6.90,164.28]to(AttacktargetingAttacklocation)(ReplaceExistingOrders)Sound-PlayTValerian01Kerrigan00028for(Allplayers)(at100.0%volume,skipthefirst0.0seconds)General-Wait2.0GameTimesecondsCamera-ApplyZeratulStartforplayer1over7.0secondswith100%initialvelocity,3%deceleration,andIncludeTargetCamera-ApplyZeratulStartforplayer2over7.0secondswith100%initialvelocity,3%deceleration,andIncludeTargetCamera-ApplyZeratulStartforplayer3over7.0secondswith100%initialvelocity,3%deceleration,andIncludeTargetCamera-ApplyZeratulStartforplayer4over7.0secondswith100%initialvelocity,3%deceleration,andIncludeTargetGeneral-Wait10.0GameTimesecondsUnit-UnpauseallunitsAI-UnpauseAItimeCinematics-TurncinematicmodeOfffor(Allplayers)overImmediatesecondsCamera-Apply(Defaultgamecamera)forplayer1over2.0secondswith65%initialvelocity,10%deceleration,andIncludeTargetCamera-Apply(Defaultgamecamera)forplayer2over2.0secondswith65%initialvelocity,10%deceleration,andIncludeTargetCamera-Apply(Defaultgamecamera)forplayer3over2.0secondswith65%initialvelocity,10%deceleration,andIncludeTargetCamera-Apply(Defaultgamecamera)forplayer4over2.0secondswith65%initialvelocity,10%deceleration,andIncludeTargetCamera-Restorethesavedcamerasettingsforplayer(Pickedplayer)over0.0secondswithExistingVelocity%initialvelocityand10%decelerationCamera-Restorethesavedcamerasettingsforplayer2over0.0secondswithExistingVelocity%initialvelocityand10%decelerationCamera-Restorethesavedcamerasettingsforplayer3over0.0secondswithExistingVelocity%initialvelocityand10%decelerationCamera-Restorethesavedcamerasettingsforplayer4over0.0secondswithExistingVelocity%initialvelocityand10%decelerationPing-PingtheminimapatZeratulSpawnfor(Allplayers)over3.0seconds,usingthecolor(100%,100%,100%)Sound-PlayTZeratul01Kerrigan00011for(Allplayers)atZeratulAttackwithZoffset0.0(at100.0%volume,skipthefirst0.0seconds)Unit-MakeZeratul[98.88,7.10]DealMegadamageUnit-OrderZeratul[98.88,7.10]to(MovetargetingZeratulAttack)(ReplaceExistingOrders)General-Wait15.0GameTimesecondsUnit-PauseZeratul[98.88,7.10]General-Wait30.0GameTimesecondsUnit-UnpauseZeratul[98.88,7.10]Unit-OrderZeratul[98.88,7.10]to(AttacktargetingKerriganSpawn)(ReplaceExistingOrders)Sound-PlayTZeratul01Zeratul00034for(Allplayers)(at100.0%volume,skipthefirst0.0seconds)General-Wait45.0GameTimesecondsSound-PlayTValerian03Kerrigan00005with""using""for(Allplayers)UI-Display"Kerrigan: The pain! Damn that curse..."for(Allplayers)toSubtitleareaGeneral-Wait5.0RealTimesecondsUnit-KillKerrigan(Char)[6.90,164.28]Unit-PauseZeratul[98.88,7.10]General-Wait6.0GameTimesecondsSound-PlayTZeratul03Zeratul00047(Unnamed)with""using""for(Allplayers)UI-Display"Zeratul: I sense... pain. Surprise...."for(Allplayers)toSubtitleareaGeneral-Wait9.5RealTimesecondsUnit-UnpauseZeratul[98.88,7.10]Unit-KillZeratul[98.88,7.10]General-Wait2.0RealTimesecondsUI-Display"Commander: Seems like Zeratul sacri..."for(Allplayers)toSubtitlearea
As you can see, this trigger doesn't start until the 2 units have been killed, however it starts when any unit gets killed.
1st: if trigger has multiple events, trigger will run when either of those events happens. What you want to have is an event "any unit dies", and conditions which check if Giantolisk and Nydus Worm are dead.
2nd: I think that even if you point out a specific unit in "unit dies" event, it will still run when any unit dies. Thus you should use conditions (what I wrote in the 1st point).
Oh and for your knowledge, if your map has many units killing each other every second, you should consider using timer for event instead.
The Giantolisk and the Nydus Worm is already stored in the "Unit Group" because:
Unit Group = (Units in Unit Group 001 owned by player 5, with at most Any Amount) <Unit Group>
It worked before. I don't know what made it to not work..
Oh.. how didn't I see that? :D
My only advice then is to check what units are in your unit group. Maybe some other trigger messes it up.
Create something like pereodic timer which displays text if all units in group are dead.
Hmm, I just quickly tested "Unit dies" event. It even works with specific targets (probably got fixed awhile ago). I can only suppose that it's not buggy anymore and that it's definitely problem with something else.
Ok guys. This might sound VERY WEIRD, because IT IS..
I deleted Giantolisk and Nydus Worm (Canal), replaced them with the same units at the same locations, changed the triggers to the new targets, and guess what.. It works.
Umm.. Could somebody explain this to me? Well.. It works! :)
Helral, it was the first I checked when I experienced the error, but thanks for helping anyway ;)
Alright, the problem seems to be fixed (for now), thank you so much for your help Ducky The Duck. I really appreciate it a lot! <3
Hello everyone.
I have a big problem regarding the camera. For no reason the camera trigger starts whenever any unit gets killed. It will restart again and again and again for each unit that has been killed. I haven't done anything in the camera trigger for a while, but I will post it for you anyway (maybe you can find what is wrong?)
As you can see, this trigger doesn't start until the 2 units have been killed, however it starts when any unit gets killed.
Thanks for all help regarding this issue! :)
@AdrianXtra: Go
1st: if trigger has multiple events, trigger will run when either of those events happens. What you want to have is an event "any unit dies", and conditions which check if Giantolisk and Nydus Worm are dead.2nd: I think that even if you point out a specific unit in "unit dies" event, it will still run when any unit dies. Thus you should use conditions (what I wrote in the 1st point).Oh and for your knowledge, if your map has many units killing each other every second, you should consider using timer for event instead.
@DuckyTheDuck: Go
(All units in Unit Group are dead) == True
The Giantolisk and the Nydus Worm is already stored in the "Unit Group" because: Unit Group = (Units in Unit Group 001 owned by player 5, with at most Any Amount) <Unit Group>
It worked before. I don't know what made it to not work..
Oh.. how didn't I see that? :D
My only advice then is to check what units are in your unit group. Maybe some other trigger messes it up.
Create something like pereodic timer which displays text if all units in group are dead.
I did as you told me and it looks like whenever any unit dies the trigger fires. I will see if I can recreate the unit group, maybe it will work?
EDIT: Nope, I tried to change the Unit Group 1 to something else, then add Unit Group 8 as the Giantolisk and the Nydus Worm.
Still nothing and when any unit gets killed the trigger fires.
Can you replace condition to check if those two individual units "not alive" instead?
@DuckyTheDuck: Go
I tried doing this:
But with no luck. I will see if I can find a way to fix this...
Why do you persist on using unit groups? Check unit instead.
Like this you mean? It didn't work either :S
Well, then I'm out of options, probably something else in your map messing it up :x
Yeah, I guess.. I think I have to recreate the entire camera trigger. It may be faster than looking for the error somewhere.
Hmm, I just quickly tested "Unit dies" event. It even works with specific targets (probably got fixed awhile ago). I can only suppose that it's not buggy anymore and that it's definitely problem with something else.
@AdrianXtra: Go
do you perhaps have a run trigger action somewhere which runs that trigger?
Also try adding the following action to the end of the trigger to limit the amount of runs to 1:
Disable Trigger (this trigger)
Ok guys. This might sound VERY WEIRD, because IT IS..
I deleted Giantolisk and Nydus Worm (Canal), replaced them with the same units at the same locations, changed the triggers to the new targets, and guess what.. It works.
Umm.. Could somebody explain this to me? Well.. It works! :)
Helral, it was the first I checked when I experienced the error, but thanks for helping anyway ;)
Alright, the problem seems to be fixed (for now), thank you so much for your help Ducky The Duck. I really appreciate it a lot! <3
It's because codewise if somehow Giantolisk [167.59, 171.79] (which is direct reference) returns null it will equal to "Any unit dies"