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Unit_event_on_died

#1 User is offline   Magnifikator 

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Posted 10 May 2012 - 04:02 PM

Hi

Is it a normal behaviour that a UNIT_EVENT_ON_DIED is not triggering alone ? It must be combined with at least an event like f.ex. UNIT_EVENT_ON_ENTER_COMBAT or UNIT_EVENT_ON_LOAD ?

For example this dosn't work:

function GormokDeath(pUnit, event, pLastTarget)
  -- do something here
  print("test")
end

RegisterUnitEvent(34795, 4, "GormokDeath")	-- UNIT_EVENT_ON_DIED


but this is working:
function GormokDeath(pUnit, event, pLastTarget)
  -- do something here
  print("test")
end

function GormokDummyFunc(pUnit, event, pAttacker)
 -- do nothing
end

RegisterUnitEvent(34795, 4, "GormokDeath")	-- UNIT_EVENT_ON_DIED
RegisterUnitEvent(34795, 1, "GormokDummyFunc")	-- UNIT_EVENT_ON_ENTER_COMBAT


Bug or as MS would say 'it's a feature' ?
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#2 User is offline   Satanail 

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Posted 10 May 2012 - 05:52 PM

Well, i tested it with several npc's. The one you use is not in my database but i tested the function with several blizzlike npc's and some custom. Works every time without any EVENT_ON_COMBAT ot EVENT_ON_LOAD. This was started any time i killed the test npc:
function OnDied(pUnit, event, pLastTarget)
	pUnit:SendChatMessage(14, 0, "DEATH FUNCTION LOADED")
end

RegisterUnitEvent(3202, 4, "OnDied")


Make sure the npc you try to run the script at does not have some other script running. Maybe there is something wrong with your lua engine (bad compile or whatnot) but i don't think that is the case. By the looks of it i see you use the standard lua engine that is compiled by default right? You don't use LUAbridge? BTW, i use 32 bit system, if you are 64 bit i can't be sure about the reliability of the lua engine there. In 32 bit there is no problem with it. At least i haven't stumble upon some so far ;)
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Posted 11 May 2012 - 03:08 AM

Yes, you are right. It works stand-alone ;)

I think the event was prevented by another script with the same registration on that npc.
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