Hey guys, Currently its late where I am, but I cannot find out whats wrong with my triggers. Maybe I'm tired but can someone look at it and make sure they don't see anything that doesn't fit. Its suppose to continually make scvs after they're destroyed. But it doesn't run. Player 1 is the User player, player 3 is a computer with AI that attacks and defends play 4 which is transferring the scvs.
KillSCV'sEventsUnit-AnyUnitdiesLocalVariablesConditionsAndConditions(Ownerof(Triggeringunit))==4(Unittypeof(Triggeringunit))==SCVActionsVariable-Set#ofSCVsDead=(#ofSCVsDead+1)Unit-Create1SCVforplayer4atSpawnScvsHerefacing270.0degrees(NoOptions)Leaderboard-Createaleaderboardwith1columnsand1rows,withthename"Number of Scv's Destroyed",andusing(100%,100%,100%)color.Variable-SetReamainingSCVs=(Lastcreatedleaderboard)Leaderboard-SetReamainingSCVsitemtextatcolumn1androw1to(Text(#ofSCVsDead))Unit-Orderallunitsin(AnyunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(SCV-GathertargetingMineralField[17.00,65.50])(ReplaceExistingOrders)General-If(Conditions)thendo(Actions)elsedo(Actions)If(Ownerof(Killingunit))==1ThenPlayer-Modifyplayer1Minerals:Add20UI-Display"+20 Minerals"for(Allplayers)toChatareaElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfAndConditions#ofSCVsDead>=6#ofSCVsDead<=16ThenUnit-Create3Marineforplayer3atSpawnScvsHerefacing270.0degrees(NoOptions)Unit-Orderallunitsin(MarineunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(PatroltargetingPlanetaryFortress[82.50,54.50])(ReplaceExistingOrders)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfAndConditions#ofSCVsDead>=17#ofSCVsDead<=24ThenUnit-Create3Marineforplayer3atSpawnScvsHerefacing270.0degrees(NoOptions)Unit-Create2Marauderforplayer3atSpawnScvsHerefacing270.0degrees(NoOptions)Unit-Orderallunitsin(MarineunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(PatroltargetingPlanetaryFortress[82.50,54.50])(ReplaceExistingOrders)Unit-Orderallunitsin(MarauderunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(PatroltargetingPlanetaryFortress[82.50,54.50])(ReplaceExistingOrders)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfAndConditions#ofSCVsDead>=25#ofSCVsDead<=32ThenUnit-Create6Marineforplayer3atSpawnScvsHerefacing270.0degrees(NoOptions)Unit-Create3Marauderforplayer3atSpawnScvsHerefacing270.0degrees(NoOptions)Unit-Orderallunitsin(MarineunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(PatroltargetingPlanetaryFortress[82.50,54.50])(ReplaceExistingOrders)Unit-Orderallunitsin(MarauderunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(PatroltargetingPlanetaryFortress[82.50,54.50])(ReplaceExistingOrders)ElseGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfAndConditions#ofSCVsDead>=33#ofSCVsDead<=39ThenUnit-Create6Marineforplayer3atSpawnScvsHerefacing270.0degrees(NoOptions)Unit-Create3Marauderforplayer3atSpawnScvsHerefacing270.0degrees(NoOptions)Unit-Create3Hellionforplayer3atSpawnScvsHerefacing270.0degrees(NoOptions)Unit-Orderallunitsin(MarineunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(PatroltargetingPlanetaryFortress[82.50,54.50])(ReplaceExistingOrders)Unit-Orderallunitsin(MarauderunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(PatroltargetingPlanetaryFortress[82.50,54.50])(ReplaceExistingOrders)Unit-Orderallunitsin(HellionunitsinMineHereownedbyplayer4matchingExcluded:Missile,Dead,Hidden,withatmostAnyAmount)to(PatroltargetingPlanetaryFortress[82.50,54.50])(ReplaceExistingOrders)ElseTrigger-Turn(Currenttrigger)Off
The "And" in the trigger condition is pointless. Just move the two comparisons to the root of the condition, as both will need to be valid for the trigger to proceed. "And" is only really needed if used in conjunction with "Or", where "Or" is the parent to "And".
Try throwing in a "Skip remaining actions" after the 2nd line in your actions, where the new SCV is created. If the SCV doesn't spawn then, something else is wrong. In this case you may have disabled the trigger, perhaps initiallly?
Hey guys, Currently its late where I am, but I cannot find out whats wrong with my triggers. Maybe I'm tired but can someone look at it and make sure they don't see anything that doesn't fit. Its suppose to continually make scvs after they're destroyed. But it doesn't run. Player 1 is the User player, player 3 is a computer with AI that attacks and defends play 4 which is transferring the scvs.
@cstorm15: Go
The "And" in the trigger condition is pointless. Just move the two comparisons to the root of the condition, as both will need to be valid for the trigger to proceed. "And" is only really needed if used in conjunction with "Or", where "Or" is the parent to "And".
Try throwing in a "Skip remaining actions" after the 2nd line in your actions, where the new SCV is created. If the SCV doesn't spawn then, something else is wrong. In this case you may have disabled the trigger, perhaps initiallly?