Need help with Anti Camp trigger

For fulfilled maps that most likely don't work on the latest patch (1.24 or later).

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Darkness568
Member
Posts: 97
Joined: June 18th, 2007, 12:45 am

Re: Need help with Anti Camp trigger

Post by Darkness568 »

Ok now for whatever reason again i cant get the timer to countdown since i added the change infernal trigger. I tried earlier to make the board camping text to have color, but it messed it up even though the color showed so i got rid of it and now it wont countdown anymore. I will pm you my map.

Also now though i have this jass trigger (Dont know how to read really)
Spoiler:

Code: Select all

function Trig_Destroy_Trees_Infernal_Copy_Conditions takes nothing returns boolean
    if ( not ( GetSpellAbilityId() == 'A00H' ) ) then
        return false
    endif
    return true
endfunction

function Trig_Destroy_Trees_Infernal_Copy_Func003003 takes nothing returns nothing
    call KillDestructable( GetEnumDestructable() )
endfunction

function Trig_Destroy_Trees_Infernal_Copy_Actions takes nothing returns nothing
    local location point = GetSpellTargetLoc()
    //call TriggerSleepAction( 0.25 )
    call AddSpecialEffectLocBJ( point, "Abilities\\Spells\\Human\\FlameStrike\\FlameStrike1.mdl" )
    call EnumDestructablesInCircleBJ( 300.00, point, function Trig_Destroy_Trees_Infernal_Copy_Func003003 )
endfunction

//===========================================================================
function InitTrig_Destroy_Trees_Infernal takes nothing returns nothing
    set gg_trg_Destroy_Trees_Infernal = CreateTrigger(  )
    call TriggerRegisterAnyUnitEventBJ( gg_trg_Destroy_Trees_Infernal, EVENT_PLAYER_UNIT_SPELL_CAST )
    call TriggerAddCondition( gg_trg_Destroy_Trees_Infernal, Condition( function Trig_Destroy_Trees_Infernal_Copy_Conditions ) )
    call TriggerAddAction( gg_trg_Destroy_Trees_Infernal, function Trig_Destroy_Trees_Infernal_Copy_Actions )
endfunction

I do realize i may need to put this in the jass forum and you may not be able to help,but the person who created this spell fix said that you need this because the spell wont work properly without it. That special effect is added to the outer edge when the spell is used and i have the exact same model basically except blue for another spell that i copied from this one.

I tried to change the special effect model in here, but when i saved i got some sort of large error thing saying endifs and whatnot in inside it. I also tried changing the raw code too and it did it so i removed it. If you can see what needs to be done to get it working so that the blue will work that would be great.

The spell is on the ice infernal model so you may need to edit a few triggers to make your test name work activator is -Frozen Hellspawn and the account it works for is spartan1173 if you just want to create a profile in single to get it working.
Map Pmed
User avatar
Syre
Forum Staff
Posts: 506
Joined: November 17th, 2008, 3:49 pm

Re: Need help with Anti Camp trigger

Post by Syre »

Finally got my comp up and running again and i just tested it. It worked fine for me, i need to make an addition to the timer though, i dident realize that i failed to complete the timer trigger. Its supposed to destroy the timer after the unit leaves the area. So it doesnt say 5 seconds left, when your out of the middle. Well, actually, its your choice to keep it as the way it is, or change that. Ill make the required trigger just incase.

Edit : Alright, fixed the trigger, but found out that i was wrong..I only tested Lb, which doesnt make sense, since that works, but the others dont. Will continue testing..

Edit 2 : Couldent find out whats wrong..I made a few changes though to the map.. Made the timer names smaller so they arent cut off anymore, added color to the timer name so its not red anymore, added a new trigger to remove timer if they leave region, and i removed the ward in the middle, and replaced with a vision modifier. (Ward kept moving from the Anti-camp). And i fixed a mistake i must have made with dark greens timer, it wouldent randomize to the spots.

I found a thing that ill have to fix later though, if your an admin and you use the -Frozen Hellspawn command before you spawn, your spawned ahead of time in the corner of the map. I turned off the admin triggers and tested again, the same result. So its not those triggers. Ill keep an eye out as to whats wrong..however as it is now, im clueless. (PM'd map back)
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Darkness568
Member
Posts: 97
Joined: June 18th, 2007, 12:45 am

Re: Need help with Anti Camp trigger

Post by Darkness568 »

Yea i noticed with some testing that lb was the only one working and that dark green was setup so that it would randomize cause the values were never changed and therefore went to only the right telespawn point and i looked at them as well and they seemed to all match after that, but only lb still worked.

I just wish i knew what i had edited before it stopped working because it did before if i remember right. I think the cause though would be the regular ent end game timer as its the only other timer besides the infernal spawn. Another thing may be that by having the infernals spawn all at the same exact time could mess up and confuse the trigger.And thank you again and if i find out what trigger is causing it i will post back.

Also the reasoning as to why if you use the admin infernal trigger before you spawn is because i think its in the infernal landing, select infernal or the initialize trigger that when you click the button it will spawn the unit -8000, -8000 i believe, but will hide it and not select it. I dont think there is a way around that, but shouldnt be a big deal to wait 30seconds then put it in especially now that ive shorten the command and is more discrete as in what it does.

The first map before all the admin changes and almost stock form has the same result after fixing all the problems with the timer again. I have found a anti camping trigger in another map that was obviously hacked into because the owner created a comment saying it was restored, but its in jass still. Reading through the system i found that it combined with the revival system for the ents which instead of reviving them on the spot there are tiny regions that each one spawns into its own. I can post it tomorrow if you would like and i cant really fix it myself because i cant read jass all that well or know its functions and natives.