Is it possible for the trigger editor to have bugs even though the triggers are perfectly correct?
Because I've made sure myself as well as other authors have looked, and the triggers are fine, yet something really strange is happening.
I have a gate attached to a region, and then when it dies, to be replaced with a lowered gate. But instead, the first unit (any unit) that dies after opening the map, blows up and even moves the region which initially surrounded the gate. To test this, I had any unit who enters the region is killed, and yes, wherever the first unit died, a lowered gate would spawn and the region in which units die would be around that first unit as well.
In my triggers, it clearly has when the specific gate unit dies, no other unit... ideas???
Alright, well youll notice after you hit run, ive placed a kerrigan in front of the gate in the middle, which ive denoted gate 1 in my map and triggers. It starts with low health, when you kill it, its supposed to spawn a lowered gate, and then every time you attack the control panel (inside the base) it should switch between lowered and closed.
Don't have time to take a look right now, but for future reference... I find a great way to show a trigger is to use the pastebin. Just select your entire trigger and click "copy as text". Then go to the mapster pastebin and stick it in there. Then you just give the link.
I prefer using Copy as Text, then pasting it right in the message with code tags around it. Less clicking around that way ;)
By the way, the problem is you're trying to use a dynamic element in your event for the "Base 1 Gate Dies" trigger, which I'm pretty sure only works via script. To fix the problem I made the following changes:
Base1GateDiesEventsUnit-AnyUnitdiesLocalVariablesConditions(UnitattachedtoBase1)==(Triggeringunit)Gate1==0ActionsUnit-Replace(Triggeringunit)withaMetalGate(StraightVerticalLowered)usingNewUnits's Max vitalsRegion-AttachBase1to(Lastreplacedunit)withoffset(Point(0.0,0.0))Variable-SetGate1=1
Specifically, I changed the event to "Any Unit dies" and added the condition, "(Unit attached to Base 1) == (Triggering unit)."
This change may cause lag if there are many units dying over a relatively short span of time. To get around this, I suggest you investigate whether you can use script to implement dynamic elements into events.
Awesome I will try that change. This may sound silly, but I have no idea what the difference between dynamic element or script is.. or to be honest I'm not exactly sure what either of them are
Awesome I will try that change. This may sound silly, but I have no idea what the difference between dynamic element or script is.. or to be honest I'm not exactly sure what either of them are
Any trigger you register in Gui will always be created at map initialization. You can never use variables in their events, because the variables might change over time, which would not update the trigger.
In Galaxy script, you can create a trigger at any point and use variables to register their events, however still the trigger won't update, if the variable changes.
Is it possible for the trigger editor to have bugs even though the triggers are perfectly correct?
Because I've made sure myself as well as other authors have looked, and the triggers are fine, yet something really strange is happening.
I have a gate attached to a region, and then when it dies, to be replaced with a lowered gate. But instead, the first unit (any unit) that dies after opening the map, blows up and even moves the region which initially surrounded the gate. To test this, I had any unit who enters the region is killed, and yes, wherever the first unit died, a lowered gate would spawn and the region in which units die would be around that first unit as well.
In my triggers, it clearly has when the specific gate unit dies, no other unit... ideas???
Post your triggers, please.
@BasharTeg: Go
is there a way to attach a file with the triggers? cause there are quite a few to just copy and paste
@nickthegreat2468: Go
Well if you dont care, then edit your message, and hit attach and upload your map, trust me, no one here is going to steal your shit.
@Taintedwisp: Go
Alright, well youll notice after you hit run, ive placed a kerrigan in front of the gate in the middle, which ive denoted gate 1 in my map and triggers. It starts with low health, when you kill it, its supposed to spawn a lowered gate, and then every time you attack the control panel (inside the base) it should switch between lowered and closed.
@nickthegreat2468: Go
Don't have time to take a look right now, but for future reference... I find a great way to show a trigger is to use the pastebin. Just select your entire trigger and click "copy as text". Then go to the mapster pastebin and stick it in there. Then you just give the link.
For example, I just made this: http://www.sc2mapster.com/paste/4986/
That way, your code is safe, and we don't need to download & open the map to look.
Hopefully that helps somebody who reads this..
I prefer using Copy as Text, then pasting it right in the message with code tags around it. Less clicking around that way ;)
By the way, the problem is you're trying to use a dynamic element in your event for the "Base 1 Gate Dies" trigger, which I'm pretty sure only works via script. To fix the problem I made the following changes:
Specifically, I changed the event to "Any Unit dies" and added the condition, "(Unit attached to Base 1) == (Triggering unit)." This change may cause lag if there are many units dying over a relatively short span of time. To get around this, I suggest you investigate whether you can use script to implement dynamic elements into events.
@BasharTeg: Go
Awesome I will try that change. This may sound silly, but I have no idea what the difference between dynamic element or script is.. or to be honest I'm not exactly sure what either of them are
Any trigger you register in Gui will always be created at map initialization. You can never use variables in their events, because the variables might change over time, which would not update the trigger.
In Galaxy script, you can create a trigger at any point and use variables to register their events, however still the trigger won't update, if the variable changes.
@Kueken531: Go
What is the difference between Gui and Galaxy? You make it sound as if there are 2 different trigger editors?
@nickthegreat2468: Go
GUI is the user-friendly trigger editor that you see when you open up the trigger editor.
Galaxy is the raw code, that is hidden and not revealed unless you press View Script.