Recently, I seem to be getting lots of errors in my triggers but only when the player is a computer player.
The map in question is a multiplayer map 8 players with lots of triggers for upgrading units, bonuses etc.
For example, every 150 kills a player will get an additional +1 armour and 200 shield energy on their main building. But with computer players, this gets added to all their units.
I have absolutely no idea why it would be added to ALL units when it works perfectly fine with human players.
I have no idea what the difference is that messes the triggers up so much.
My only idea is that I use active players playergroup rather than all players where possible. But I don't see how this affects adding a behavior to specific units.
General - If (Conditions) then do (Actions) else do (Actions)
If
(Rally point target point for point 1 with target 1 for Obelisk of Power Array[(Picked player)]) == No Point
Then
Unit - Order Obelisk of Power Array[(Picked player)] to ( Set Rally Point targeting (Center of rally region array [(Picked player)])) (Replace Existing Orders)
Else
Unit - Order all units in (Any units in Spawns region array[(Picked player)] owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) to ( Attack targeting (Rally point target point for point 1 with target 1 for Obelisk of Power Array[(Picked player)])) (Replace Existing Orders)
In my map Obelisk Hellfire units are spawned from an area constantly. I created a trigger which rallies these newly created units to the rally point of the player's main building.
The problem i'm having is that if the player places the rally point on a unit and the unit dies there is a trigger error since it can't find the target point.
I can't find a condition which will validate if the point exists. If I could find a condition I could default the rally point back to an existing region.
Then create regions and in your map init trigger do set variable region 1 to array(1) etc
Then you can do array(triggering player) where you want and if the triggering player is player 3 it will go to array(3) and complete your action using that region
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Map has been submitted now anyway.
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Sorry I meant the Blizz custom map contest :s
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I'm confused, I want to know what time the deadline is over here in England.
Can anyone help?
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WoW is the worst mmorpg i've ever played. And that wasn't very long at all.
Warhammer online is much better
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Picked Player unit spawn = 0 <Integer>
This is the variable which holds the player that is saved from the other trigger
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This is just one of the triggers which acts very strange when it comes to computer players
Unit - Add 1 Obelisk protective shield to Obelisk of Power Array[Picked Player unit spawn] from Obelisk of Power Array[Picked Player unit spawn]
Obelisk protective shield = behavior which adds 1+ armour
picked player unit spawn = a variable which has the picked player from another trigger saved in it.
Obelisk of power array = the players main buildings saved in an array.
I can't see anyway that this action is adding the behavior to all of the computer players units.
Remember this only happens when it is a computer AI, if it is a human player it works perfectly.
I am submitting my map tomorrow for the competition and I really want to stamp out this bug.
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Recently, I seem to be getting lots of errors in my triggers but only when the player is a computer player.
The map in question is a multiplayer map 8 players with lots of triggers for upgrading units, bonuses etc.
For example, every 150 kills a player will get an additional +1 armour and 200 shield energy on their main building. But with computer players, this gets added to all their units.
I have absolutely no idea why it would be added to ALL units when it works perfectly fine with human players.
I have no idea what the difference is that messes the triggers up so much.
My only idea is that I use active players playergroup rather than all players where possible. But I don't see how this affects adding a behavior to specific units.
0
Nevermind, i've solved it :)
General - If (Conditions) then do (Actions) else do (Actions)
If
(Rally point target point for point 1 with target 1 for Obelisk of Power Array[(Picked player)]) == No Point
Then
Unit - Order Obelisk of Power Array[(Picked player)] to ( Set Rally Point targeting (Center of rally region array [(Picked player)])) (Replace Existing Orders)
Else
Unit - Order all units in (Any units in Spawns region array[(Picked player)] owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) to ( Attack targeting (Rally point target point for point 1 with target 1 for Obelisk of Power Array[(Picked player)])) (Replace Existing Orders)
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In my map Obelisk Hellfire units are spawned from an area constantly. I created a trigger which rallies these newly created units to the rally point of the player's main building.
The problem i'm having is that if the player places the rally point on a unit and the unit dies there is a trigger error since it can't find the target point.
I can't find a condition which will validate if the point exists. If I could find a condition I could default the rally point back to an existing region.
Any ideas?
0
You can create an array of 4 0-1-2-3-4
Then create regions and in your map init trigger do set variable region 1 to array(1) etc
Then you can do array(triggering player) where you want and if the triggering player is player 3 it will go to array(3) and complete your action using that region
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Quote from joecab:
@gorang: Go
may b it could b as simple as making a cliff lowering it to the same level as normal ground and putting the walls on top of the cliff edge =D
----
Units shoot through cliffs too, test it.
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The only reason i quit playing the map is because i got bored. There's nothing ragequit about it.
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I'm guessing too many threads?
Could be a loop you've created and continually firing.
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In the data editor, when I edit these will it do anything to the mechanics of the units? Or is it simply an informative field to display?
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Don't try to state something that isn't fact because that is when it becomes trolling.
The title of your thread isn't even about heros "Jinxxx123 TERRIBLE TERRIBLE Sc2 Editor BUG LIST"
and
"Too sum up, the hero system in this editor is completely broken and so not ready for any sort of balanced gameplay."
Do not try to call me a troll when you are clearly a hypocrite.
PS* The editor is not broken, be honest, you don't need me to tell you that.