Ok I've figured out part of my problem. The parameter out of bounds is the player. The question is, how is it that I am player -1? I've developed a workaround replacing Triggering Player with Owner of Unit: Triggering Progress Unit. I really want to know what happened, how did I become Player -1, according to this trigger, even though every other trigger I have that uses Triggering Player works perfectly fine?
In some situations, using "Triggering Player" Instead of "Owner of (Triggering unit)" Will return -1. There's nothing you can do to avoid this, other than just using "Owner of (Triggering unit)".
I've got a quick request. I don't think it's too dificult, but ive run out of brain bower for tonight.
I want a trigger that will give all the avaliable minerals that Player 1 has, divided amungst player 2, player 3, and player4, evenly, every 60 seconds.
I PMed shadov3x a solution to his problem, figured it would save some time and hopefully get my problem solved (since I can't seem to figure it out myself) a bit faster.
In some situations, using "Triggering Player" Instead of "Owner of (Triggering unit)" Will return -1. There's nothing you can do to avoid this, other than just using "Owner of (Triggering unit)".
That's very strange, as it only started doing this today when I've been making/testing this map for the last week and I made this trigger the second day.
Anyway, I've got another problem. I'm trying to make a trigger that stops a player from blocking pathing from one place to another. My event is Unit is Created and my condition is pathing between two points != true. My action is to remove triggering progress unit from the game and refund the triggering player resources equal to the unit cost. It doesn't seem to be working.
Doesn't work with triggering progress unit (throws some error) but using Created Unit works. Now the only problem is getting the trigger to actually fire correctly. I can't ever seem to get
to evaluate to true without manually adding pathing blockers in the editor. All of my buildings I'm testing with have a 1x1 or 2x2 pathing footprint, and they are blocking unit pathing.
I've got a quick request. I don't think it's too dificult, but ive run out of brain bower for tonight.
I want a trigger that will give all the avaliable minerals that Player 1 has, divided amungst player 2, player 3, and player4, evenly, every 60 seconds.
Thanks for the trigger! :) I don't quite understand veriables with integers yet. I keep hearing their easy and very helpful. Half of the time when i look at them they make sense, the other half they don't make any sense to me. Im positive I'll be bak with another request.
Strange, i've tested the trigger out twice in my map, and for somereason after two or three minutes the trigger does not seem to run anymore. Any ideas?
Also, another trigger problem i ran into is this, I have a "Shop" that heros can buy upgraded armor and attack from, when the hero unit enters a specified distance, then building becomes his, until it leaves or another unit enters the triggering distance. Does not seem to be working for me at all. Here is my trigger I created this morning.
Events
Unit - (Triggering unit) Enters a distance of 6.0 from Planetary Fortress [9.50, 28.50]
Local Variables
Conditions
((Unit type of (Triggering unit)) is Hero) == true
And
Conditions
(Owner of (Triggering unit)) == 1
And
Conditions
Owner of Planetary Fortress [9.50, 28.50]) == 7
Actions
Unit - Change ownership of Planetary Fortress [9.50, 28.50] to player (Triggering player) and Change Color
Ok, it seems the resource trigger works great, only how do it get it to ignore dead/missing players? so if someone drops or if it's a 1v1 instead of a 3v3, the resources are not being given to dead/missing players?
Well, you don't need to worry about giving resources to missing players, because who is going to spend them? As for checking if they're still in game, use this condition:
Well, you don't need to worry about giving resources to missing players,
because who is going to spend them?<</quote>>
Right, but if the game somehow ends up 3v1, that 1 player is only going to get the same amount as one of the other teams players, assuming their getting the same amount of kills. I guess to better explain it, I don't want resources going to waste for a team, it dramatically offsets the balance in my map. So if it is 3v1, that 1player should be getting 3 players worth of minerals.
I'm getting a red diamond on the first three General conditions. I'd attach it in a map for you but i can't seem to find a attach button here on the forum. Sorry im noob here :/ it'll only get better - Promise!
- Edit 1
Look at that i figured it out. So it's uploaded, and i noticed when copying the trigger and variables into the new blank map that it does not have any issues, unlike inside of my map. When the trigger is called, it throws the error "trigger took too long".
- Edit 2
I discovered the trigger debugger. It's not showing any failures with the trigger. So I played the map out for a bit and i'm noticing that I gain minerals as player 1 randomly, while player 7, the ally AI, is killing units. So it's not waiting for each 40 seconds to pass to fire the trigger. Seems like it's firing off after the first time and all kills from that point on are divided regardless of the time.
- Edit 3
I think it is working correctly now. I loaded the origional trigger you attached and noticed I removed a wait action. I added that back in and it is giving me resources every "round", so that working very good, I will get a few people in my map today and test to see if the resources are split correctly.
@deathtorn: Go
im clickn on it but its comin up with jibberish
@JustBlaZze: Go
The gibberish is the map. Go to File>Save Page As if you're using Firefox. There should be something similar for Explorer and other browsers.
@Tudentau: Go
lol... thanks i probably shud of tried b4 i said anything...
Ok I've figured out part of my problem. The parameter out of bounds is the player. The question is, how is it that I am player -1? I've developed a workaround replacing Triggering Player with Owner of Unit: Triggering Progress Unit. I really want to know what happened, how did I become Player -1, according to this trigger, even though every other trigger I have that uses Triggering Player works perfectly fine?
In some situations, using "Triggering Player" Instead of "Owner of (Triggering unit)" Will return -1. There's nothing you can do to avoid this, other than just using "Owner of (Triggering unit)".
I've got a quick request. I don't think it's too dificult, but ive run out of brain bower for tonight.
I want a trigger that will give all the avaliable minerals that Player 1 has, divided amungst player 2, player 3, and player4, evenly, every 60 seconds.
Possiable?
I PMed shadov3x a solution to his problem, figured it would save some time and hopefully get my problem solved (since I can't seem to figure it out myself) a bit faster.
That's very strange, as it only started doing this today when I've been making/testing this map for the last week and I made this trigger the second day.
Anyway, I've got another problem. I'm trying to make a trigger that stops a player from blocking pathing from one place to another. My event is Unit is Created and my condition is pathing between two points != true. My action is to remove triggering progress unit from the game and refund the triggering player resources equal to the unit cost. It doesn't seem to be working.
Doesn't work with triggering progress unit (throws some error) but using Created Unit works. Now the only problem is getting the trigger to actually fire correctly. I can't ever seem to get
to evaluate to true without manually adding pathing blockers in the editor. All of my buildings I'm testing with have a 1x1 or 2x2 pathing footprint, and they are blocking unit pathing.
Its all in there, nice and simple :)
Nevermind on the first part, but it won't account for any remainders. I got confused on your variable name.
@Tudentau: Go
Units aren't taken into account with that action. Take a look a the condition supplied in this map, this is tested to be working.
@moonwatch89: Go
He has is correct.
Thanks for the trigger! :) I don't quite understand veriables with integers yet. I keep hearing their easy and very helpful. Half of the time when i look at them they make sense, the other half they don't make any sense to me. Im positive I'll be bak with another request.
Strange, i've tested the trigger out twice in my map, and for somereason after two or three minutes the trigger does not seem to run anymore. Any ideas?
Also, another trigger problem i ran into is this, I have a "Shop" that heros can buy upgraded armor and attack from, when the hero unit enters a specified distance, then building becomes his, until it leaves or another unit enters the triggering distance. Does not seem to be working for me at all. Here is my trigger I created this morning.
Events Unit - (Triggering unit) Enters a distance of 6.0 from Planetary Fortress [9.50, 28.50] Local Variables Conditions ((Unit type of (Triggering unit)) is Hero) == true And Conditions (Owner of (Triggering unit)) == 1 And Conditions Owner of Planetary Fortress [9.50, 28.50]) == 7 Actions Unit - Change ownership of Planetary Fortress [9.50, 28.50] to player (Triggering player) and Change Color
I figured it out, and the resource trigger is working as well.
Ok, it seems the resource trigger works great, only how do it get it to ignore dead/missing players? so if someone drops or if it's a 1v1 instead of a 3v3, the resources are not being given to dead/missing players?
@shadov3x: Go
Well, you don't need to worry about giving resources to missing players, because who is going to spend them? As for checking if they're still in game, use this condition:
<<quote 284037>>
@shadov3x: Go
Well, you don't need to worry about giving resources to missing players, because who is going to spend them?<</quote>>
Right, but if the game somehow ends up 3v1, that 1 player is only going to get the same amount as one of the other teams players, assuming their getting the same amount of kills. I guess to better explain it, I don't want resources going to waste for a team, it dramatically offsets the balance in my map. So if it is 3v1, that 1player should be getting 3 players worth of minerals.
@shadov3x: Go
I believe this is what you need.
That's more of what I'm looking for. I thought I would be able to incorprate the other trigger into this one, however im haveing some issues.
I'm getting a red diamond on the first three General conditions. I'd attach it in a map for you but i can't seem to find a attach button here on the forum. Sorry im noob here :/ it'll only get better - Promise!
- Edit 1
Look at that i figured it out. So it's uploaded, and i noticed when copying the trigger and variables into the new blank map that it does not have any issues, unlike inside of my map. When the trigger is called, it throws the error "trigger took too long".
- Edit 2
I discovered the trigger debugger. It's not showing any failures with the trigger. So I played the map out for a bit and i'm noticing that I gain minerals as player 1 randomly, while player 7, the ally AI, is killing units. So it's not waiting for each 40 seconds to pass to fire the trigger. Seems like it's firing off after the first time and all kills from that point on are divided regardless of the time.
- Edit 3
I think it is working correctly now. I loaded the origional trigger you attached and noticed I removed a wait action. I added that back in and it is giving me resources every "round", so that working very good, I will get a few people in my map today and test to see if the resources are split correctly.
I appreciate all the help!
How do I make a bank that stores your wins and losses, then displays them in a dialog? Cheers.