Since I'm using Turn off <This trigger> massively. I want to know if there is a difference between using the <This trigger> and just Turn off <Triggername>.
I'm worried since I use <This trigger> so much in my map that when two of these kind of triggers are used, one of them won't be turned off.
Is this a real problem that I can come across or not?
And is it bad to use the triggername instead of <This trigger> ?
Thanks in advance.|||With using the function "This trigger" you turn of the trigger you put the action in.
When you specify to a trigger, you can turn of a trigger you want from any other trigger you put the action in.
So if want to disable the trigger you are putting the action "Turn off this trigger" in, that is a correct function to use, and will not hurt any other trigger in particular.
Saturday, April 21, 2012
Memory leaks at point
Hello, I'm trying to fix the memory leaks in my map. But I'm not sure what kind of variable I need to use for the point:
Code:
I tried to use this link I saw in an other thread, but I'm not totally understanding it: http://www.jx3.net/TDG/wiki/index.ph...ng_Point_Leaks
Thanks for your time.
EDIT: I fixed my own problem, so I no longer need help, but still thanks for your time.|||Here you go, just in case you might need it.
Code:
Code:
Creep0 lvl1
Events
Unit - A unit owned by Neutral Hostile Dies
Conditions
CreepVariable[0] Equal to (Dying unit)
Actions
Unit - Suspend corpse decay for CreepVariable[0]
Wait 20.00 seconds
Unit - Create 1 Mugger (Level1) for Neutral Hostile at (Position of CreepVariable[0]) facing (Position of CreepVariable[0])
Set CreepVariable[1] = (Last created unit)
Unit - Remove CreepVariable[0] from the game
I tried to use this link I saw in an other thread, but I'm not totally understanding it: http://www.jx3.net/TDG/wiki/index.ph...ng_Point_Leaks
Thanks for your time.
EDIT: I fixed my own problem, so I no longer need help, but still thanks for your time.|||Here you go, just in case you might need it.
Code:
Creep0 lvl1
Events
Unit - A unit owned by Neutral Hostile Dies
Conditions
CreepVariable[0] Equal to (Dying unit)
Actions
Unit - Suspend corpse decay for CreepVariable[0]
Wait 20.00 seconds
Set memorypoint = (Position of CreepVariable[0])
Unit - Create 1 Mugger (Level1) for Neutral Hostile at memorypoint facing (Position of CreepVariable[0])
Custom script: call RemoveLocation (udg_memorypoint)
Set CreepVariable[1] = (Last created unit)
Unit - Remove CreepVariable[0] from the game
Creep help
Hello , its me gain!
I dont know if anyone saw this sometime but all the creep i spawn for my hero to kill just run away from him like cowards....i have put cant flee and attack is set i wonder what could be doing that....|||If you remove a units attack, and do not specifically order it to go to certain point, it will flee when attacked, cause it can't attack back.|||yeah i get what you are saying but i checked the attack and i did order an patrol move but still they flee.
Something i saw what that after hitting the boundaries i made they stop running and finaly fight back.
Its really weird to explain If needed i can try to upload my map or a video perhaps.|||Sure, be my guest, you can also mail it if you want to keep it personal to "Hemlockdevelopment@gmail.com"|||Their also the possiblity of giving the unit a attack of 0 damage, 100 cooldown, and the same range of the hero [so they keep the same space from each other] it'll keep them from attacking the only other problem is that, the hero will auto retaliate from being attacked, causing him to stop doing somthing less important in the eyes of warcraft. [normally this wont happen inless it's a very unimportant thing]|||@Hemlock Sry i was away , I sent it to you now so you may have a look if u have the time. I tryed putting path blocker and all but it didnt resolve the issue totaly
@doomfox hum but i want them to attack me no just stay with my hero :D|||Sorry for the somewhat late response, I've had a look at your map and what is causing the units to flee, is because of these two triggers.
Creep Blocking
and
Blocking
What you basically say with these triggers, that if your those spawned units attack your hero, they have to move to Mid CP.
What you want to do, is register your hero creation first, like so
Code:
Then accordingly adjust those two triggers, to leave the attacked hero out of the function like the following.
Code:
and
Code:


Thanks for your time.
Edit : There is still one thing itching me , it mite sound stupid but i dont know how to make my hero revivable from the hero altar i made maybe its a trigger ill check that .|||Sorry for double post im having trouble with the image im trying to show...but i finaly made it.. yay
Ive been messing around with the trigger and i am able to make my hero revive instantly like so:

but when i try to make it with a timer , it end up not reviving the hero :
|||Step1: Remove both the event and condition in your first trigger, and you don't need to turn off the "initially on" function.
step2: Remove the wait function and the "Countdown Timer - Destroy" function.
step3: Add the event function "Time - Timer Expires" in your first trigger, and add your made timer which you made in your second trigger.
and voila.
Now for a short note on what you did wrong here.
- You create a countdown timer, and then 15 seconds later you destroy it, use countdown timers over waits, for they are more accurate anyway.
- Countdown timers can be compared with those cliche timerbombs you see in movies, when it reaches 0.00 it will explode, so with this timer, you can let an event register what will happen when it reaches 0.00 (which are you actions in your first trigger if you add step3)|||EDIT : I got it now! thanks Hemlock great support.
I'd like to ask a last question , do you have an idea how to raise to hero lvl cap from 10 to X
X being the level wanted.|||Your welcome.
Make sure you go to "Advanced -> Gameplay Constants" to set the hero cap to be at least higher than you would like to set it with triggers.
Then for the triggers, there are a couple choices, but ill present you with the most logical one.
Code:
X is an integer variable and in this case set to 19, you can set this to the level.
Code:
If you want to make different level caps, for different units you might want to toy around a bit more with different values and unit variables.|||Nice !! thanks
I dont know if anyone saw this sometime but all the creep i spawn for my hero to kill just run away from him like cowards....i have put cant flee and attack is set i wonder what could be doing that....|||If you remove a units attack, and do not specifically order it to go to certain point, it will flee when attacked, cause it can't attack back.|||yeah i get what you are saying but i checked the attack and i did order an patrol move but still they flee.
Something i saw what that after hitting the boundaries i made they stop running and finaly fight back.
Its really weird to explain If needed i can try to upload my map or a video perhaps.|||Sure, be my guest, you can also mail it if you want to keep it personal to "Hemlockdevelopment@gmail.com"|||Their also the possiblity of giving the unit a attack of 0 damage, 100 cooldown, and the same range of the hero [so they keep the same space from each other] it'll keep them from attacking the only other problem is that, the hero will auto retaliate from being attacked, causing him to stop doing somthing less important in the eyes of warcraft. [normally this wont happen inless it's a very unimportant thing]|||@Hemlock Sry i was away , I sent it to you now so you may have a look if u have the time. I tryed putting path blocker and all but it didnt resolve the issue totaly
@doomfox hum but i want them to attack me no just stay with my hero :D|||Sorry for the somewhat late response, I've had a look at your map and what is causing the units to flee, is because of these two triggers.
Creep Blocking
and
Blocking
What you basically say with these triggers, that if your those spawned units attack your hero, they have to move to Mid CP.
What you want to do, is register your hero creation first, like so
Code:
Hero creation
Events
Unit - A unit Finishes training a unit
Conditions
(Unit-type of (Trained unit)) Equal to Vampire
Actions
Set Hero = (Trained unit)
Then accordingly adjust those two triggers, to leave the attacked hero out of the function like the following.
Code:
Creep Blocking
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Player 12 (Brown)
(Attacked unit) Not equal to Hero
Actions
Wait 0.50 seconds
Unit - Order (Attacking unit) to Move To (Center of Mid cp <gen>)
and
Code:
Blocking|||wow thanks alot !! im gonna make the change
Events
Unit - A unit Is attacked
Conditions
(Owner of (Attacking unit)) Equal to Player 12 (Brown)
(Attacked unit) Not equal to Hero
Actions
Wait 1.00 seconds
Unit - Order (Attacking unit) to Move To (Center of Mid cp <gen>)
Thanks for your time.
Edit : There is still one thing itching me , it mite sound stupid but i dont know how to make my hero revivable from the hero altar i made maybe its a trigger ill check that .|||Sorry for double post im having trouble with the image im trying to show...but i finaly made it.. yay
Ive been messing around with the trigger and i am able to make my hero revive instantly like so:
but when i try to make it with a timer , it end up not reviving the hero :
step2: Remove the wait function and the "Countdown Timer - Destroy" function.
step3: Add the event function "Time - Timer Expires" in your first trigger, and add your made timer which you made in your second trigger.
and voila.
Now for a short note on what you did wrong here.
- You create a countdown timer, and then 15 seconds later you destroy it, use countdown timers over waits, for they are more accurate anyway.
- Countdown timers can be compared with those cliche timerbombs you see in movies, when it reaches 0.00 it will explode, so with this timer, you can let an event register what will happen when it reaches 0.00 (which are you actions in your first trigger if you add step3)|||EDIT : I got it now! thanks Hemlock great support.
I'd like to ask a last question , do you have an idea how to raise to hero lvl cap from 10 to X
X being the level wanted.|||Your welcome.
Make sure you go to "Advanced -> Gameplay Constants" to set the hero cap to be at least higher than you would like to set it with triggers.
Then for the triggers, there are a couple choices, but ill present you with the most logical one.
Code:
Setup trigger
Events
Map initialization
Conditions
Actions
Set X = 19
X is an integer variable and in this case set to 19, you can set this to the level.
Code:
Leveling cap
Events
Unit - A unit Gains a level
Conditions
(Level of (Leveling Hero)) Greater than or equal to X
Actions
Hero - Disable experience gain for (Leveling Hero)
If you want to make different level caps, for different units you might want to toy around a bit more with different values and unit variables.|||Nice !! thanks
Need Some help
Wonder how Damage Target trigger works
Unit-Cause(Trigger Unit) to damage (trigger unit), dealing 500 damage of attack type spells and damage type fire.
which function spot is player and enemy that work best for it.|||ah k thanks. Need help with this trigger so caster don't take the damage.
Events
Unit - A unit begins casting ability
Conditions
(ability being cast) Equal to Thousand Needles
Actions
Unit-Cause(trigger unit)to damage circular area after 0.00 seconds of radius 475.00 at(position of(casting unit),dealing (Random real number 0 to 1000) damage of attack type Pierce and damage type Enchanced
don't know which part i went wrong on the trigger
Unit-Cause(Trigger Unit) to damage (trigger unit), dealing 500 damage of attack type spells and damage type fire.
which function spot is player and enemy that work best for it.|||ah k thanks. Need help with this trigger so caster don't take the damage.
Events
Unit - A unit begins casting ability
Conditions
(ability being cast) Equal to Thousand Needles
Actions
Unit-Cause(trigger unit)to damage circular area after 0.00 seconds of radius 475.00 at(position of(casting unit),dealing (Random real number 0 to 1000) damage of attack type Pierce and damage type Enchanced
don't know which part i went wrong on the trigger
Vertex modifier
So im trying to use this program to remove the sword from the footman model but when i open the program the 3 windows are just black even if i load a model. So i cant use it. help please!
How to disable unit control/make them return?
Hello guys i need a little help here :)
- idea:
how can i disable unit control ? i tried "ward" and yes it kinda works, but i still can give units orders to move. (basicaly i just want disable player control on units movement.)
Second how to make units return to theyr build position ? (idea - unit builded>starts wave>units move/attack, all creeps are killed>units returns to build position).
I just need action/condition to order them move back to original position they were builded.
Thanks !|||Why don't you give the unit 0 movement speed in object editor.
If you need the trigger it's:
Code:
And this trigger for their default position:
Code:
- idea:
how can i disable unit control ? i tried "ward" and yes it kinda works, but i still can give units orders to move. (basicaly i just want disable player control on units movement.)
Second how to make units return to theyr build position ? (idea - unit builded>starts wave>units move/attack, all creeps are killed>units returns to build position).
I just need action/condition to order them move back to original position they were builded.
Thanks !|||Why don't you give the unit 0 movement speed in object editor.
If you need the trigger it's:
Code:
Unit - Set (Triggering unit) movement speed to 0.00
And this trigger for their default position:
Code:
Unit - Make (Triggering unit) face Default building facing over 0.00 seconds
help with triggers
I need someone to help me make a trigger that lets you check income. also i want to know how to make it so only certain players can use certain triggers (triggers that change names)|||Perhaps you should be a little bit more informative, what income are you referring to? cause if you made the income with your own triggers, it's even easier to keep track of it really.
Your second question is even less understanding.
please rephrase your question for better help.|||ok ignore the second question I figured that out. For the first question i want to make a trigger that when i type the chat message "-income" i want the recource gain gold and recource gain wood to be displayed to the triggering player
Code:
Code:
Code:
Code:
Code:
Code:
those are the triggers for the recource gain. i didn't do them myself i am editing a map for my clan and im pretty new at this trigger stuff|||Code:
This is Sin, my laptop charger hasn't been working for the past couple days so I'll be inactive shortly. Do me a favor and don't kick me :].
Also, If you feel like it, I'd like that trigger? =D
If you need to get ahold of me in while it's not working hit me up here... www.myspace.com/06bubba
P.S. o.O o.O o.o O.O
Sincerely,
Sin
Your second question is even less understanding.
please rephrase your question for better help.|||ok ignore the second question I figured that out. For the first question i want to make a trigger that when i type the chat message "-income" i want the recource gain gold and recource gain wood to be displayed to the triggering player
Code:
Resource Add1
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Resource Storage
Actions
Set ResourceGainGold[(Player number of (Owner of (Constructed structure)))] = (ResourceGainGold[(Player number of (Owner of (Constructed structure)))] + 2)
Set ResourceGainWood[(Player number of (Owner of (Constructed structure)))] = (ResourceGainWood[(Player number of (Owner of (Constructed structure)))] + 4)
Code:
Resource Add2
Events
Unit - A unit Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Bigger Resource Storage
Actions
Set ResourceGainGold[(Player number of (Owner of (Triggering unit)))] = (ResourceGainGold[(Player number of (Owner of (Triggering unit)))] + 6)
Set ResourceGainWood[(Player number of (Owner of (Triggering unit)))] = (ResourceGainWood[(Player number of (Owner of (Triggering unit)))] + 2)
Code:
Resource Add3
Events
Unit - A unit Finishes an upgrade
Conditions
(Unit-type of (Triggering unit)) Equal to Great Resource Storage
Actions
Set ResourceGainGold[(Player number of (Owner of (Triggering unit)))] = (ResourceGainGold[(Player number of (Owner of (Triggering unit)))] + 2)
Set ResourceGainWood[(Player number of (Owner of (Triggering unit)))] = (ResourceGainWood[(Player number of (Owner of (Triggering unit)))] + 4)
Code:
Resource Subtract1
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Resource Storage
Actions
Set ResourceGainGold[(Player number of (Owner of (Dying unit)))] = (ResourceGainGold[(Player number of (Owner of (Dying unit)))] - 2)
Set ResourceGainWood[(Player number of (Owner of (Dying unit)))] = (ResourceGainWood[(Player number of (Owner of (Dying unit)))] - 4)
Code:
Resource Subtract2
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Bigger Resource Storage
Actions
Set ResourceGainGold[(Player number of (Owner of (Dying unit)))] = (ResourceGainGold[(Player number of (Owner of (Dying unit)))] - 8)
Set ResourceGainWood[(Player number of (Owner of (Dying unit)))] = (ResourceGainWood[(Player number of (Owner of (Dying unit)))] - 6)
Code:
Resource Subtract3
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Great Resource Storage
Actions
Set ResourceGainGold[(Player number of (Owner of (Dying unit)))] = (ResourceGainGold[(Player number of (Owner of (Dying unit)))] - 10)
Set ResourceGainWood[(Player number of (Owner of (Dying unit)))] = (ResourceGainWood[(Player number of (Owner of (Dying unit)))] - 10)
those are the triggers for the recource gain. i didn't do them myself i am editing a map for my clan and im pretty new at this trigger stuff|||Code:
Game - Display to (Your player) the text: (String(ResourceGainGold))|||tysm your the best man|||YAY I JUST FIGURED IT OUT sorry about double post|||Falco,
Game - Display to (Your player) the text: (String(ResourceGainWood))
This is Sin, my laptop charger hasn't been working for the past couple days so I'll be inactive shortly. Do me a favor and don't kick me :].
Also, If you feel like it, I'd like that trigger? =D
If you need to get ahold of me in while it's not working hit me up here... www.myspace.com/06bubba
P.S. o.O o.O o.o O.O
Sincerely,
Sin
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