i noticed, after waiting for a bit longer, whenever a new footman spawns, the rest of the footmen sitting at the gate will then go to attack the marine. can this be fixed with the loop action? how do i add it?
actually one more thing that is off topic, i have made it so that after the gate is destroyed, units are supoosed to attack the single player inside, however nothing happens...
If ((Elven Gate (Horizontal) 0001 <gen> is dead) Equal to True) then do -->(Unit Group - Pick every unit in (Units...
sorry, should rephrase that.
If (Elven Gate (Horizontal) 0001 <gen> Equal to --->Dead<---) then do (Unit Group - Order (Units in (Playable map area)) to Attack Marine 0001 <gen>) else do (Unit Group - Order (Units within 200.00 of (Center of Region 000 <gen>)) to Attack Elven Gate...
In my map, I have gone into player properties, and changed red to a computer player, and blue to a user controlled player however when I test the map, I control red, and blue is computer controlled... any ideas?
is there a condition that only allows the action to be done if all of my events are complete?
Zombie attack survivor 1
Events
Destructible - Elven Gate (Horizontal) 0001 <gen> dies
Unit - A unit enters spawn 2 room 1 <gen>
(both of these should be complete before...
I fixed the repair problem, the zombies will attack the barrier break through and attack the survivor. however after repairing the zombies will sit outside the barrier and not attempt to break through.
how can i fix this?
this may not be the solution your looking for, but if you changed it to neutral passive, could you create a trigger that routes the money to the player that it should go to? i donno. just a suggestion...
i found my solution. whenever the unit is destroyed it is replaced by an object that cant be collided with. i then made it so that it upgrades into the barrier, wich luckily replaces itself with the orientation of the previous unit. however after i did all of this, and tested the map, my first...