@vypur85 i changed my trigger according to your post and it worked, thanks!
However, after some time of pushing on my box, the trigger went a little buggy, the box was mostly being pushed south, even if i push it from the left or whatever..
@solu9 well first off, the east angle isn't the problem, so zero works.
why should i use the "or"? when the facing angle of my unit is greater than 315 for example and it is less than 45, then i want the pushed angle to be zero.
Also, "East: Angle = equal to or greater than 360 OR equal to...
okay, so i have this trigger:
Time - Every 0.01 seconds of game time
shield_active Equal to True
Set pushing_unit = u
Set pushing_unit_loc = (Position of pushing_unit)
Set pushing_angle = (Facing of...
okay, maybe it's the trigger that is causing the problem, though it does not look it would. You could try adding a debug message in the trigger and see if the message appears, if it does not either the trigger isn't firing(the event never takes place) or the condition makes it not run.
@Solu9 what it means is that when i use defend, the new animation(defend walk) isn't playing properly, the new animation is played like its stand version(defend stand) while i'm still moving forward. I could make a demo map to show you if you need more info about the problem.
Also note that...
Does anyone know a way to force or simulate a player to press an arrowkey?
The reason i'm asking this is because i am using this arrowkeymovement system and when i change the "walk" animation on my unit to its "defend walk" animation, the animation isn't reset and the unit plays his "defend...
okay, so ive decided to change to arrowkey-movement, but i havent found any system that i liked yet, ive checked here, hive and wc3c.
Does anyone know of a arrowkey-movement system where you dont attack normal, but rather you press a to attack? I also need a good third person camera system...