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PostSubject: death regions kill patrols ><   death regions kill patrols >< I_icon_minitimeSun Aug 02, 2009 1:28 am

i feel so stupid asking this but for the life of me i cannot figure out why this is happening. Whenever the enemy patrollers enter a death region (used the JASS app to generate triggers) they die. This has never happened before, and it's pretty annoying. anyone wanna help me out? ^^
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bloodasb
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PostSubject: Re: death regions kill patrols ><   death regions kill patrols >< I_icon_minitimeSun Aug 02, 2009 11:55 am

post the jass triger and ill help
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olonavy
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PostSubject: Re: death regions kill patrols ><   death regions kill patrols >< I_icon_minitimeSun Aug 02, 2009 4:24 pm

Try adding this right before the first function (case sensitive, replace spaces with underscores):

function TrigName_Conditions takes nothing returns boolean
if ( not ( GetOwningPlayer(GetTriggerUnit()) != Player(11) ) ) then
return false
endif
return true
endfunction

Its a condition that runs the action if the triggering unit is NOT owned by player 12 (brown.
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PostSubject: Re: death regions kill patrols ><   death regions kill patrols >< I_icon_minitimeSun Aug 02, 2009 11:21 pm

death regions kill patrols >< Tirgger

olo i tried pasting that code in the very beginning, and it didn't work. i also tried moving it between the two beginning functions, but it still didn't work, would it be that you put player 11 instead of 12, or does that not matter at all?
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olonavy
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PostSubject: Re: death regions kill patrols ><   death regions kill patrols >< I_icon_minitimeMon Aug 03, 2009 12:43 am

in jass player 11 is brown, since it starts counting from 0-- Player 0 is red, Player 1 is blue..etc. idk why it didnt work,it should look somewhat like this:
death regions kill patrols >< JASS1-1


notice the call TriggerAddCondition( gg_trg_KILL, Condition( function Trig_KILL_Conditions ) ) I forgot to add that in the last post, idk if ur trig has it since idk wat the bott of it looks like, apparently it does, since this jass program u used already started a condition (unless that was u), yours would look something likethis:

Code:
function Trig_Death_Regions_Conditions takes nothing returns boolean
    if ( not ( GetOwningPlayer(GetTriggerUnit()) != Player(11) ) ) then
        return false
    endif
    return true
endfunction
Then the 'AddCondition' part at the bottom should look like this:
Code:
    call TriggerAddCondition( gg_trg_Death_Regions, Condition( function Trig_Death_Regions_Conditions ) )
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PostSubject: Re: death regions kill patrols ><   death regions kill patrols >< I_icon_minitimeMon Aug 03, 2009 2:41 am

thanks a lot olo, it works fine now Very Happy

do you have a function that stops the slider from sliding when they die?
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olonavy
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PostSubject: Re: death regions kill patrols ><   death regions kill patrols >< I_icon_minitimeMon Aug 03, 2009 3:12 am

this isnt the best way to do it, but its considerably easier imo; add a condition to ur slide trigg:
Condition- Triggering unit equal to is alive
it might vary on wat ur slide trig looks like , but im sure ull figure it out

EDIT: just noticed u said function, does tat mean teh slide trigg is in jass too. if it is im too tired to do it right now but its basically the same concept as that other condition
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bloodasb
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PostSubject: Re: death regions kill patrols ><   death regions kill patrols >< I_icon_minitimeMon Aug 03, 2009 11:38 am

Whoops forgot to look back at this topic Sad sry =C
gj olo covering for me :DD

Zetta its simpler to just make a trigger

Code:

Event - Unit - A unit Dies
Condition - (Unit-type of (Triggering unit)) Equal to Demon Hunter
Action -
If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Trigger - Turn off (red slide)) else do (Do nothing)
If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Trigger - Turn off (blue slide)) else do (Do nothing)

thats a simple Gui one, tis just If Then Else for the triggerening player
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PostSubject: Re: death regions kill patrols ><   death regions kill patrols >< I_icon_minitimeMon Aug 03, 2009 1:05 pm

actually my slide trigger is any player enters a region it starts to slide and it enters another region and it ends sliding. I have a trigger that is supposed to make the hero stop sliding after it hits the region but it's not working

Quote :
Slide off On Death
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Demon Hunter
Actions
Set Slide_Boolean[(Player number of (Owner of (Dying unit)))] = False
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olonavy
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PostSubject: Re: death regions kill patrols ><   death regions kill patrols >< I_icon_minitimeMon Aug 03, 2009 4:03 pm

lmao bas i dont think that making a trigger with 11 conditions is simpler than adding one condition but w/e, although it is better than mine since mine would run every .2 secs or w/e his triggers periodic event is.
blood's trig should work too, and urs too.
Im not sure what ur slide trig looks like but what im guessing is that it would check if Slide_Boolean is false or true, then run it in the case of being true. So just add the condition I higlighted in this trigger:

death regions kill patrols >< GUI1
.

Also you would have to turn the slide_Boolean on every time it enters a region, im nto sure if thats the best way to do it, but thats the only way i can think of right now, just do bloods trigger if it doesnt work,
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PostSubject: Re: death regions kill patrols ><   death regions kill patrols >< I_icon_minitime

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