So quite lazy to research much about the problem but maybe someone have experienced it. Plus need to note that im making Only Triggers for coloboration project, while other guy makes data and all that stuff.
Having Triggers with events Unit Dies, but when unit dies on the map it doesnt trigger the event and triggers actions. Since that doesnt trigger, There are bunch of projectiles, and behaviors based damage dealt to unit. How it doesnt trigger the event when the Unit playing death animation and may dying from Missiles with the behaviors, effects and such? What specifics can skip the Unit Dies trigger event from happening?!?
How do you know it is the unit dies event that is doing it? It could be some other condition in your actions. Try adding debug actions in a few lines to see if it even gets to the first line or last line, etc... Then if it really doesn't you know what the issue is now.
Well i just theorize that it might not fire up. Cause unit dies, animaitons playing, no messages or updates that assosiate with this event bunch of triggers trigger (triggers have some messages to display who killed it or how, or to add score to leaderboards, update images).
Mostly tried out that when sending those units near Base structures that fire missiles projectiles units doesnt trigger the death events, not sure is those missiles killes the unit.. while other units projectiles correctly fire the messages and updates.
yeah, tested with all projectile units No Death Event flag off. Still no triggering of death events. Guess will have to make Testing map of every weapon and behavior to test how it works and if it works towards Unit DIed Event..
@TwoDie: Go
did you disable error messages?
to get it right:
unit A shoots a missile to Unit B. the missile applies a buff and the target unit B dies from this buff? how does the buff kill the unit? (negative life reg or periodic dmg?)
no worries boys, just bunch of triggering failing itself and me and by me. One time killing ship getting proper results, other 10 following kills trigger breaks. Will be fixing it next week cause this shit is too fucking complicated to solve... this mess :/
Alrighty then. So basicly having problem that Player 16 pops up. Owner of Unit is 16, Killing Player 14 .. while array of viarables is 15 and bunch of triggers doesnt trigger breaking stuff.
and it doesnt exists because of the behaviour (it doesn't need a casting unit to be applied). i would be still interested in knowing if the trigger didnt fire at all? because i think this is not possible.
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So quite lazy to research much about the problem but maybe someone have experienced it. Plus need to note that im making Only Triggers for coloboration project, while other guy makes data and all that stuff.
Having Triggers with events Unit Dies, but when unit dies on the map it doesnt trigger the event and triggers actions. Since that doesnt trigger, There are bunch of projectiles, and behaviors based damage dealt to unit. How it doesnt trigger the event when the Unit playing death animation and may dying from Missiles with the behaviors, effects and such? What specifics can skip the Unit Dies trigger event from happening?!?
@TwoDie: Go
if it gets removed and not killed. never had any problems with this event. how did you check that the trigger doesn't fire?
@TwoDie: Go
How do you know it is the unit dies event that is doing it? It could be some other condition in your actions. Try adding debug actions in a few lines to see if it even gets to the first line or last line, etc... Then if it really doesn't you know what the issue is now.
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"No Death Event" Unit flag?
Well i just theorize that it might not fire up. Cause unit dies, animaitons playing, no messages or updates that assosiate with this event bunch of triggers trigger (triggers have some messages to display who killed it or how, or to add score to leaderboards, update images).
Mostly tried out that when sending those units near Base structures that fire missiles projectiles units doesnt trigger the death events, not sure is those missiles killes the unit.. while other units projectiles correctly fire the messages and updates.
@TwoDie: Go
doesn't matter what kills the unit. one thing could be unit flags, since projetiles are also units but don't trigger events. (as ahli hinted already)
yeah, tested with all projectile units No Death Event flag off. Still no triggering of death events. Guess will have to make Testing map of every weapon and behavior to test how it works and if it works towards Unit DIed Event..
http://snag.gy/1ZOJW.jpg
lets say taht way
Edit: So yeah, when weapon fires missile, kills itself on reaching the target unit with behavior. No Unit Died trigger event triggered.
Edit2: Alrighty then... so triggers fault after all? arrays in leaks...
Edit3: Since where i have to use 16 players array? :s As it mostly brokes when killing with trigger kill function.
@TwoDie: Go did you disable error messages?
to get it right:
unit A shoots a missile to Unit B. the missile applies a buff and the target unit B dies from this buff? how does the buff kill the unit? (negative life reg or periodic dmg?)
no worries boys, just bunch of triggering failing itself and me and by me. One time killing ship getting proper results, other 10 following kills trigger breaks. Will be fixing it next week cause this shit is too fucking complicated to solve... this mess :/
Alrighty then. So basicly having problem that Player 16 pops up. Owner of Unit is 16, Killing Player 14 .. while array of viarables is 15 and bunch of triggers doesnt trigger breaking stuff.
You should try to split up your problem into smaller parts (functions) to make it less complex. The trigger seems way too long.
Player 16 gets returned as owner if the referenced unit does not exist.
@Mille25: Go
and it doesnt exists because of the behaviour (it doesn't need a casting unit to be applied). i would be still interested in knowing if the trigger didnt fire at all? because i think this is not possible.