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  1. Zealot

    Event - Unit Notices a target in range/Vision question

    Neutral Passives don't attack unless commanded to via trigger. They can't aquire targets automatically.
  2. Zealot

    Event - Unit Notices a target in range/Vision question

    The units I'm using can attack but they belong to Neutral Passive. So in that case no go eh?
  3. Zealot

    Event - Unit Notices a target in range/Vision question

    When I use it it does nothing really. I add the event to the trigger. Trigger - Add to Untitled Trigger 001 <gen> the event (Unit - (Last created unit) Notices a target in range) Then in the trigger I put this. Unit - Kill (Triggering unit) Nothing happens.
  4. Zealot

    Event - Unit Notices a target in range/Vision question

    What does this event do exactly? Does the event fire when a unit enters it's range of vision OR does it activate when the unit breaks it's guard position and goes for an auto-attack? In addition, is there a way to detect if a unit gets in a certain range of a unit or gets in it's range of...
  5. Zealot

    Breaking a Pick Every Unit And do etc. Function

    Yeah it works now, thanks for the help, appreciate it.
  6. Zealot

    Breaking a Pick Every Unit And do etc. Function

    exitwhen true actually takes you out of the nearest loop only, unlike Skip RA which takes you out of the trigger. It might work, I'll have to try that when I get the chance.
  7. Zealot

    Breaking a Pick Every Unit And do etc. Function

    I can't remove the units from the unit group though. I have specific units put in the unit group and depending on the unit group they are in the behave differently because I triggered their AI.
  8. Zealot

    Breaking a Pick Every Unit And do etc. Function

    Is there a different break for the "Pick every unit in unit group and do actions" function than there is for the "For every integer etc." function? Because Custom script: exitwhen true doesn't allow my map to run if placed in a "Pick every unit etc." function.
  9. Zealot

    Unit returns to spawning point for no reason

    Neither AI - Ignore the guard positions of all Neutral Passive units Or the single unit version work. Can I make it so I disable the AI for Neutral Passive completely or something to that effect?
  10. Zealot

    Unit returns to spawning point for no reason

    Where can I edit this?
  11. Zealot

    Unit returns to spawning point for no reason

    I made a trigger so that when the unit is attacked it moves in the opposite direction of the attacker a certain range. Unit has no ability (not even Wander) and yet it returns to it's original spawning point even though I have no trigger that would cause this. The unit is Neutral Passive (could...
  12. Zealot

    Weather Effects - Questions and Stacking

    Ye, just did some more testing and along with what you've remarked it seems you can have only one of each of the following weather effects on any given region: - 1 type of Rain - 1 type of Snow - 1 type of Fog or Wind (Fog and Wind occupy the same slot) - 1 type of Lighting Effect Funnily enough...
  13. Zealot

    Weather Effects - Questions and Stacking

    Ok, so which weather effects work with each other? From what I've seen you can only have 1 of either on a region. - Rain of any type - Snow of any type - Fog of any type/Wind of any type I've seen Rain + Fog/Wind stacking. But does Rain + Snow stack?
  14. Zealot

    Ability suddenly decides to stop working.

    Ok, I've narrowed the ability not working the second time to this part, or so I believe. Unit Group - Pick every unit in Mystical_Field_Affected and do (Actions) Loop - Actions If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions...
  15. Zealot

    Ability suddenly decides to stop working.

    No need for that. The units are picked by: Set Mystical_Field_Group = (Units within 300.00 of Mystical_Field_Point matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((((Matching unit) is hidden) Equal to False) and (((Matching unit)...
  16. Zealot

    Ability suddenly decides to stop working.

    Ok, the unit group is now emptied at the end of the trigger. Unit Group - Remove all units from Mystical_Field_Affected And I've found out something new. The trigger works the second time, but only a part of it. Units that do not have maximum mana regain mana until they are at maximum, but...
  17. Zealot

    Ability suddenly decides to stop working.

    Alright I'll empty it instead of destroying it, maybe this fixes something.
  18. Zealot

    Ability suddenly decides to stop working.

    So empty unit groups don't leak I take it?
  19. Zealot

    Ability suddenly decides to stop working.

    It is meant to loop once, because it creates one SFX and then it waits for the timer to make the new one. Set Mystical_Field_Check = (Mystical_Field_Check + 1) Countdown Timer - Start Mystical_Field_Timer as a One-shot timer that will expire in 0.10 seconds I use it like this to use Interger A...
  20. Zealot

    Ability suddenly decides to stop working.

    Set Mystical_Field_Affected = (Units in (Playable map area) matching (((Matching unit) is loaded into (Matching unit)) Equal to True)) Is this okay or is too nonsensical? Bad part is this doesn't seem to be what's causing the weird issue.
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