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View Full Version : Hanging actions off triggers form hero parties causes crash



Ross Samadhi
April 8th, 2014, 08:49
If i make a hero party for example a lord of them party that is summoned once his scout reaches a certain location. I already have it set up to lose the game if the lord of the land reaches the same spot. But i want to make it so that if you kill the lord of the land you win the game. So i hang a trigger off the lord of the land when creature is killed but when i go to hang the win game action off the trigger it crashes the editor.

Any ideas guys?

Edit:
have also tried bumping the action down the chain under an irrelevant trigger of when game time is >=1 to see if i could break the chain that crashes the client.

this also is not just unique to the lord of the land i was also trying to hang triggers and actions off my scout dwarf to cause the summoning of the lord of the land and it crashed me but i was able to work my triggers in another way

however i am unclear on a way to cause the death of the lord of the land to cause a win with out hanging the triggers onto him directly

so either a fix on this crash or alt way to make the lord of the land dying win

thanks in advance

Metal Gear Rex
April 8th, 2014, 09:03
It's one of the bugs that exists in the default editor, much like how Lair and Hatchery aren't available to place. Download the RC3 (http://keeper.lubiki.pl/html/dk2_tools_mapedit.php) version of the editor. You can use it to add actions to Hero Parties. You can also it to place Lair and Hatchery tiles. As some additional functions, you can rename the Lord of the Land by going into Level -> Edit Level Variables.

As a warning, the RC3 version is buggy in a lot of other ways. Use it to do what you need to do then save and quit as soon as you can. Additionally, never open up two Levels in the RC3 version. It seems to bug out a bit, because all of the Level Variables will be set to 0 in the second level. I don't actually know if this is permanent as I never saved it, but it's a bad idea to open up multiple levels regardless.

Also, edit your posts. There's an option for that at the bottom right of each of your posts. For the moment, I've combined your posts myself, moved this thread to the proper location, and removed the duplicate thread.

Ross Samadhi
April 8th, 2014, 09:10
thanks rex ill look into that to modify a few levels i want hacteries and lairs placed on

I did how ever have a moment of clairity that solved the problem, ill go ahead and post should anyone run into this as well

so rather than hanging the
T:when creature dies
A: Win game

i did this off the hero party
T: When all party incapasitated
A: set flag 3 to 1

then hang trigger off keeper 1
T: when flag 3 -1
A: Win game

right now its a party of 7 the LotL and 6 escorts so all 7 will have to be killed as it stands may leave it like that or i may split the 2 parties so the lord of the land is in his own party and his escorts are in their own so they dont have to be killed to win the level


Edit: corrected script

Metal Gear Rex
April 8th, 2014, 09:22
so rather than hanging the
T:when creature dies
A: Win game

i did this off the hero party
T: When all party incapasitated
A: set flag 3 to 1

then hang trigger off keeper 1
T: when flag 3 -1
A: Win game

I think that's a more common solution already known to map designers. I think. I'm making a clear assumption because I know the official editor is a mess and doesn't go into all of the editor's features properly / mentions features that aren't even in the editor. Though, personally, I know of it.

Ross Samadhi
April 8th, 2014, 09:30
Yeah figured as much. i just hope this all works the properly when i test

Got a base where the lord of the land hides with no entry you get two wizards to torture to find out his location and escape point

Killing a certain wizard near the start of the map triggers a dwarf to spawn and dig a tunnel around the outside of the map to the exit point when the dwarf reaches the exit point he spawns the lord of the land and his escort party both of which make a run for the exit where the keeper will have to intercept him right before the exit and kill him if he makes it to the exit lose game if you kill him win game

as easy as that sounds it did take me about 9 tries to make my hero portals work at all on my last map despite the fact i did the same thign each time and it just finally worked lol.
editor for sure seems buggy as hell

Metal Gear Rex
April 8th, 2014, 09:46
[QUOTE=Ross Samadhi;47331as easy as that sounds it did take me about 9 tries to make my hero portals work at all on my last map despite the fact i did the same thign each time and it just finally worked lol.
editor for sure seems buggy as hell[/QUOTE]

Hero Portals? You mean Gates, or literal Hero Portals, as in the ones from 1.7 that attract Mercenaries?