I also posted this question in the triggers forums, but thought id ask here as well...
Im working on a map, but have found that certain unit creations that I am doing (duplicated structures) are not even getting passed into my trigger "Unit - construction progress is Started" Event. My event of creating these units (redesigned photon cannon and others from original structures) do not register to the debugger. I have a few units that are duplicated from units like a siege tank. These units work fine with the trigger.
Is there something in the data that needs to be a certain something for this trigger "Unit - construction progress is started" ?
I have compared it against many different units and searched for a few days now trying to solve this. Any help would be greatly appreciated.
The units are not getting passed into the trigger. Watching the debugger when these are placed shows me this. I double checked they have the Build in progress ability. I added the under construction behavior, but it did not do the trick.
@ DogmaiSEA:
Yes it does sound like a data problem, however its still related to a trigger. Thanks...
At the time of post I didnt have the information, but here it is now...
Event :
Unit - Any Unit construction progress is Started
Conditions:
And
Conditions -
(Pathing cost between (Center of Spawn) and (Center of Despawn))== 65536
(Triggering player)==1
Actions :
Player- Modify player 1 Minerals: Add(Minerals cost of (Triggering progress unit type))
Unit- Remove (Triggering progress unt) from the game
UI - Display "Path blocked" Tower refunded" for (Player group ((Triggering player))) to Subtitle area
After some more testing....
I have discovered that non duplicated buildings (such as a regular nexus or pylon) works fine for the trigger, however the structures ive created/duplicated from structures (such as a photon cannon or planetary fortress) do not get checked by this trigger.
Im working on a TD map, and ive run into an issue when checking for anti-blocking. After days of research I have not found a complete solution.
I am using a trigger that onetwo uses in his TD map on battle net. Dont remember exact phrasing but Event for when a unit has progress started. Except mine is for a single player so its much more simplified. When I create a tower that was created from a unit (seige tank) it works wonderful. However when I create a tower that was created from a photon cannon or planetary fortress the trigger never fires off (according to the debugger).
Im also thinking it could be a setting somewhere that a seige tank has but a building/structure does not. That makes this trigger work.
0
@Kafoso: Go
Ive tried the Under Construction behavior. Ive also tried standard buildings (non duplicated) and the trigger works fine for those.
I guess my next step is to do duplicate more buildings with less changes, to try to narrow down the differences.
I appreciate the ideas and if you have anymore id be happy to hear them.
0
I also posted this question in the triggers forums, but thought id ask here as well...
Im working on a map, but have found that certain unit creations that I am doing (duplicated structures) are not even getting passed into my trigger "Unit - construction progress is Started" Event. My event of creating these units (redesigned photon cannon and others from original structures) do not register to the debugger. I have a few units that are duplicated from units like a siege tank. These units work fine with the trigger.
Is there something in the data that needs to be a certain something for this trigger "Unit - construction progress is started" ?
I have compared it against many different units and searched for a few days now trying to solve this. Any help would be greatly appreciated.
0
@ peranzormal :
The units are not getting passed into the trigger. Watching the debugger when these are placed shows me this. I double checked they have the Build in progress ability. I added the under construction behavior, but it did not do the trick.
@ DogmaiSEA:
Yes it does sound like a data problem, however its still related to a trigger. Thanks...
0
At the time of post I didnt have the information, but here it is now...
Event :
Unit - Any Unit construction progress is Started
Conditions:
And
Conditions -
(Pathing cost between (Center of Spawn) and (Center of Despawn))== 65536
(Triggering player)==1
Actions :
Player- Modify player 1 Minerals: Add(Minerals cost of (Triggering progress unit type))
Unit- Remove (Triggering progress unt) from the game
UI - Display "Path blocked" Tower refunded" for (Player group ((Triggering player))) to Subtitle area
After some more testing....
I have discovered that non duplicated buildings (such as a regular nexus or pylon) works fine for the trigger, however the structures ive created/duplicated from structures (such as a photon cannon or planetary fortress) do not get checked by this trigger.
Any suggestions or tips would be appreciated.
0
Im working on a TD map, and ive run into an issue when checking for anti-blocking. After days of research I have not found a complete solution.
I am using a trigger that onetwo uses in his TD map on battle net. Dont remember exact phrasing but Event for when a unit has progress started. Except mine is for a single player so its much more simplified. When I create a tower that was created from a unit (seige tank) it works wonderful. However when I create a tower that was created from a photon cannon or planetary fortress the trigger never fires off (according to the debugger).
Im also thinking it could be a setting somewhere that a seige tank has but a building/structure does not. That makes this trigger work.