how to make unit damage other units when they come close enough

jig7c

Stop reading me...-statement
Reaction score
123
i have few sets of triggers, i can't post any in here so don't ask for it...
mainly because i don't have WE on this computer

but i need help

when player 1 types in -eye as an exact match
i want 4 eyes to be created in a certain region, and it does...

eyes are units that just fly around and damage any unit that comes close to it

i have 2 triggers which i'll type it out

Trigger:
  • eyecreate
    • events
      • Player 1 types in -eye as an exact match
    • conditions
    • actions
      • set point = random point in region1
      • unit - create 4 eye for neutral hostile at point facing default...
      • Custom script: call removelocation = udg_point
      • Trigger - add to trigger eyedamage the event - a unit comes within 200 of (entering unit)


Trigger:
  • eyedamage
    • events
    • conditions
    • actions
      • unit - order (entering unit) to orc-far seer- chain lightning (triggering unit)



but its not working
 

Danis[h]

New Member
Reaction score
19
Give the eyes the permanent immolation ability? or base the skill cast off of locust?
 

Happy

Well-Known Member
Reaction score
71
you have to do some things you forgot...

1.
you have to set the eyes into a unit variable array...then use "pick every unit" loop to set the array and use a integer A loop to change the event to "within 200 of eye[XYZ]" otherwise the game wouldnt know which unit it is because theres no entering unit and entering unit isnt saved so no chance to do it ithout variables...

2.
i dont know whether your "remove leak" line would work but....doesnt matter for the triggers work^^

3. change the action to an integer A loop and then order eye[integer A] to cast chain lightning...


then it should work...

greetz happy
 

Levdragon

Member
Reaction score
2
I agree with Danis just give the eyes a perma immolation ability, then just have the create part of the trigger. Use add/remove ability if you want to get rid of it.

~Lev~
 

Wratox1

Member
Reaction score
22
Trigger:
  • Trigger - add to trigger eyedamage the event - a unit comes within 200 of (entering unit)

whos the entering unit?

i would change that trigger to:
Trigger:
  • Player 1 types in -eye as an exact match
    • conditions
    • actions
    • set point = random point in region1
    • for 1 to 4
    • unit - create 1 eye for neutral hostile at point facing default...
    • Trigger - add to trigger eyedamage the event - a unit comes within 200 of (last created unit)
    • set Player_One_Eyes[Integer A] = last created unit
    • (endloop)
    • Custom script: call RemoveLocation(udg_point)


Trigger:
  • events
    • conditions
    • actions
    • for 1 to 4
    • if entering unit is within 200 of Player_One_Eyes[Integer A]
    • then
    • unit - order (Player_One_Eyes[Integer A]) to orc-far seer- chain lightning (triggering unit)
    • else


Plyer_One_Eyes is a unit array
 

BlueMirage

Trust, but doubt.
Reaction score
39
Wouldn't it be easier to create a dummy that casts Chain Lightning instead of having the Eye to cast it? Then it'd require no variables.
 

Happy

Well-Known Member
Reaction score
71
wartox1 your triggers wont work...you set the event if a unit is in range of LAST CREATED UNIT....but theres no last created unit in the second trigger...


btw i told him this way some post before...without this little mistake...
 

Wratox1

Member
Reaction score
22
wartox1 your triggers wont work...you set the event if a unit is in range of LAST CREATED UNIT....but theres no last created unit in the second trigger...


btw i told him this way some post before...without this little mistake...

dont you know how the add event action works? if i create a unit in one trigger and then add an event using the last created unit in a second, how would refer to that unit in the event? you use last created unit in the first trigger, then it works like you have set up the event by yourself, like picking a pre-placed unit.. so my trigger works;)
 
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