Trigger Anomaly
This topic is locked. You can no longer write replies here.
Nov 26 2008, 1:05 am
By: Moose  

Nov 26 2008, 1:05 am Moose Post #1

We live in a society.

Code
Trigger("Player 1","Player 2","Player 3"){
Conditions:
    Command("Current Player", "Protoss Nexus", At least, 1);
FIXED: Bring("Current Player", "Protoss Nexus", "Arena", At least, 1);
    Bring("Player 7", "Protoss Nexus", "Arena", At least, 1);
    Bring("Player 7", "Protoss Beacon", "base 1 nexus_tele", At least, 1);

Actions:
    Remove Unit("Current Player", "Protoss Nexus");
    Set Resources("Current Player", Add, 120, ore);
Display Text Message(Always Display, "DEBUG -- NEXUS REFUND");
    Preserve Trigger();
    Comment("");
}

//-----------------------------------------------------------------//


Trigger("Player 1","Player 2","Player 3"){
Conditions:
    Bring("Player 7", "Protoss Nexus", "arena", At most, 0);
    Bring("Player 7", "Protoss Beacon", "base 1 nexus_tele", At least, 1);

Actions:
    Give Units to Player("All Players", "Player 8", "Protoss Beacon", 1, "base 1 nexus_tele");
Display Text Message(Always Display, "DEBUG -- P7 LOSES BEACON");
    Preserve Trigger();
    Comment("");
}

//-----------------------------------------------------------------//

Trigger("Player 1","Player 2","Player 3"){
Conditions:
    Bring("Current Player", "Protoss Nexus", "arena", At least, 1);
    Bring("Player 7", "Protoss Nexus", "arena", at most, 0);
    Bring("Player 7", "Protoss Beacon", "base 1 nexus_tele", At most, 0);

Actions:
    Give Units to Player("Current Player", "Player 7", "Protoss Nexus", 1, "Arena");
    Give Units to Player("All players", "Player 7", "Protoss Beacon", 1, "base 1 nexus_tele");
    Move Location("Player 7", "Protoss Nexus", "Arena", "base 1 nexus");
Display Text Message(Always Display, "DEBUG -- GIVE NEXUS TO P7");
    Preserve Trigger();
    Comment("");
}

//-----------------------------------------------------------------//

Trigger("Player 1","Player 2","Player 3"){
Conditions:
    Bring("Current Player", "Men", "base 1 nexus_tele", At least, 1);
    Bring("Player 7", "Protoss Beacon", "base 1 nexus_tele", At least, 1);
    Bring("Player 7", "Protoss Nexus", "base 1 nexus", At least, 1);
    Bring("Temple of the South", "Men", "base 1 nexus", At most, 0);
    Bring("Temple of the South", "Men", "Base 1 Tele Block", At most, 0);

Actions:
    Move Unit("Current Player", "Men", 1, "base 1 nexus_tele", "base 1 nexus");
Display Text Message(Always Display, "DEBUG -- TELEPORT TO NEXUS");
    Preserve Trigger();
    Comment("");
}

//-----------------------------------------------------------------//


1) I start the game as Player 1.
2) I build a Nexus.
3) The Nexus finishes.
4) The Nexus is given to Player 7 AND the refund is triggered, but ALWAYS and ONLY on the FIRST Nexus that I build. Every Nexus built thereafter is handled correctly. This should not be possible!!

I've tried moving the refund trigger into different spots, but it still happens. It always happens and only on the FIRST Nexus that I make. Something is at work that I don't quite understand yet. Is there some problem with the triggers, or is the only way around this to make an anti-refund trigger that only fires once?

Post has been edited 1 time(s), last time on Nov 26 2008, 1:11 am by Mini Moose 2707.




Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[07:47 pm]
Ultraviolet -- Yeah, I suppose there's something to that
[2024-5-06. : 5:02 am]
Oh_Man -- whereas just "press X to get 50 health back" is pretty mindless
[2024-5-06. : 5:02 am]
Oh_Man -- because it adds anotherr level of player decision-making where u dont wanna walk too far away from the medic or u lose healing value
[2024-5-06. : 5:01 am]
Oh_Man -- initially I thought it was weird why is he still using the basic pre-EUD medic healing system, but it's actually genius
[2024-5-06. : 3:04 am]
Ultraviolet -- Vrael
Vrael shouted: I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
With the modern EUD editors, I don't think they're calculating nearly as many offsets as you might imagine. Still some fancy ass work that I'm sure took a ton of effort
[2024-5-06. : 12:51 am]
Oh_Man -- definitely EUD
[2024-5-05. : 9:35 pm]
Vrael -- I almost had a heart attack just thinking about calculating all the offsets it would take to do that kind of stuff
[2024-5-05. : 9:35 pm]
Vrael -- that is insane
[2024-5-05. : 9:35 pm]
Vrael -- damn is that all EUD effects?
[2024-5-04. : 10:53 pm]
Oh_Man -- https://youtu.be/MHOZptE-_-c are yall seeing this map? it's insane
Please log in to shout.


Members Online: Villaffan06, Tableguy