How can I detect a unit being transported

Zealot

Member
Reaction score
11
The trigger won't add mana if the unit is loaded into the building that can hold it. It does work since it removes mana. So I believe the Condition is at fault here.
Trigger:
  • Set Villager_Choose = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Villager (Male)))
    • Unit Group - Pick every unit in Villager_Choose and do (Actions)
      • Loop - Actions
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • ((Picked unit) is being transported) Equal to True
          • Then - Actions
            • Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) + 4.00)
            • Player - Add 2 to (Player((Integer A))) Current lumber
          • Else - Actions
            • Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - 0.50)
    • Custom script: call DestroyGroup (udg_Villager_Choose)

Disregard the addition of lumber.
 
i think that transported means 'unit in Goblin Zeppelin', not in a building ?_?
It's the goblin Zeppelin cargo and load ability applied to a building. Technically the unit is being "carried" by the building.
 
let me ask, the unit in the building. what is happening, why are your trying to trigger this? there may be a work around.

also, I think orc burrow would probably be better than zeppelin if your just trying to house units
 
let me ask, the unit in the building. what is happening, why are your trying to trigger this? there may be a work around.

also, I think orc burrow would probably be better than zeppelin if your just trying to house units

I want so that while the unit is inside the tent for it to regain mana instead of lose mana every few seconds. But I can't find a way to detect if the unit is inside the tent.
 
thats easy. use [pause/unpause unit] on load and unload. you wouldn't need to detect then mostly.

After going back through it here is what I found
--------------------------------------------------------------
load
Events
Unit - A unit Is loaded into a transport
Conditions
Load (Goblin Zeppelin) Equal to (Ability being cast)
Actions
Unit - Pause (Triggering unit)
----------------------------------------------------------------
unload
Events
Unit - A unit Is issued an order with no target
Conditions
(Issued order) Equal to (Order((Name of Unload (Air Transports))))
Actions
Unit - Unpause (Leaving unit)
-------------------------------------------------------------
now i sped through it really fast so i am 99.9% sure i missed stuff that could make it better.
 
But what does that have to do with detecting a unit that is currently inside a transport?
 
The trigger won't add mana if the unit is loaded into the building that can hold it. It does work since it removes mana. So I believe the Condition is at fault here.
Trigger:
  • Set Villager_Choose = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Villager (Male)))
    • Unit Group - Pick every unit in Villager_Choose and do (Actions)
    • Loop - Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • ((Picked unit) is being transported) Equal to True
    • Then - Actions
    • Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) + 4.00)
    • Player - Add 2 to (Player((Integer A))) Current lumber
    • Else - Actions
    • Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - 0.50)
    • Custom script: call DestroyGroup (udg_Villager_Choose)

Disregard the addition of lumber.

Why would you need a unit group? Why don't you just use a condition for unit-type?

Trigger:
  • Transport
    • Events
      • Unit - A unit Is loaded into a transport
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Loading unit)) Equal to Mountain King
        • Then - Actions
          • Unit - Set mana of (Loading unit) to ((Mana of (Loading unit)) + 4.00)
        • Else - Actions
          • Unit - Set mana of (Loading unit) to ((Mana of (Loading unit)) - 0.50)
 
Why would you need a unit group? Why don't you just use a condition for unit-type?

Trigger:
  • Transport
    • Events
    • Unit - A unit Is loaded into a transport
    • Conditions
    • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • (Unit-type of (Loading unit)) Equal to Mountain King
    • Then - Actions
    • Unit - Set mana of (Loading unit) to ((Mana of (Loading unit)) + 4.00)
    • Else - Actions
    • Unit - Set mana of (Loading unit) to ((Mana of (Loading unit)) - 0.50)

The trigger will only work WHEN the unit is loaded, I want it to work as long as the unit is inside the transport.
 
The trigger will only work WHEN the unit is loaded, I want it to work as long as the unit is inside the transport.

Ok. Well I think I have it. You can switch the triggers to fit your map style. I just used "Life" because footman obviously don't have mana.

But I tested this, and every 1 second of the game, the footman does lose HP every 1 second, unless he is in the zeppelin, then he gains +4 hp every 1 second while in the zeppelin.

Trigger:
  • Loaded
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set UnitGroup = (Units in (Entire map) matching ((Unit-type of (Matching unit)) Equal to Footman))
      • Unit Group - Pick every unit in UnitGroup and do (Unit - Set life of (Picked unit) to ((Life of (Picked unit)) - 1.00))
      • Custom script: call DestroyGroup (udg_UnitGroup)
      • Set UnitGroup = (Units owned by (Player((Player number of (Picked player)))) matching (((Matching unit) is being transported) Equal to True))
      • Unit Group - Pick every unit in UnitGroup and do (Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 4.00))
      • Custom script: call DestroyGroup (udg_UnitGroup)

Try this out. If it's not what you want, I'll see what else I can do.
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • V-SNES V-SNES:
    Happy Friday!
    +1
  • The Helper The Helper:
    News portal has been retired. Main page of site goes to Headline News forum now
  • The Helper The Helper:
    I am working on getting access to the old news portal under a different URL for those that would rather use that for news before we get a different news view.
  • Ghan Ghan:
    Easily done
    +1
  • The Helper The Helper:
    https://www.thehelper.net/pages/news/ is a link to the old news portal - i will integrate it into the interface somewhere when i figure it out
  • Ghan Ghan:
    Need to try something
  • Ghan Ghan:
    Hopefully this won't cause problems.
  • Ghan Ghan:
    Hmm
  • Ghan Ghan:
    I have converted the Headline News forum to an Article type forum. It will now show the top 20 threads with more detail of each thread.
  • Ghan Ghan:
    See how we like that.
  • The Helper The Helper:
    I do not see a way to go past the 1st page of posts on the forum though
  • The Helper The Helper:
    It is OK though for the main page to open up on the forum in the view it was before. As long as the portal has its own URL so it can be viewed that way I do want to try it as a regular forum view for a while
  • Ghan Ghan:
    Yeah I'm not sure what the deal is with the pagination.
  • Ghan Ghan:
    It SHOULD be there so I think it might just be an artifact of having an older style.
  • Ghan Ghan:
    I switched it to a "Standard" article forum. This will show the thread list like normal, but the threads themselves will have the first post set up above the rest of the "comments"
  • The Helper The Helper:
    I don't really get that article forum but I think it is because I have never really seen it used on a multi post thread
  • Ghan Ghan:
    RpNation makes more use of it right now as an example: https://www.rpnation.com/news/
  • The Helper The Helper:
  • The Helper The Helper:
    What do you think Tom?
  • tom_mai78101 tom_mai78101:
    I will have to get used to this.
  • tom_mai78101 tom_mai78101:
    The latest news feed looks good

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top