Clarification (What does this code actually do?)

Discussion in 'World Editor Help' started by sunshinex3, May 9, 2020.

  1. sunshinex3

    sunshinex3 You can change this now in User CP.

    Ratings:
    +4 / 0 / -0
    I am trying to give locust to a unit through trigger

    Trigger:
    • Custom script: call UnitAddAbility( GetLoadedUnit(), 'Aloc' )


    is that the right code? it seems so???
    but all it does is make the unit invulnerable i can still select and move it around

    this is the trigger:
    Trigger:
    • Bunker Load Inverse
      • Events
        • Unit - A unit Is loaded into a transport
      • Conditions
        • And - All (Conditions) are true
          • Conditions
            • (Unit-type of (Transporting unit)) Equal to Bunker (dark iorn)
            • ((Loading unit) is A ranged attacker) Equal to True
            • ((Loading unit) is in BunkersUnitGroup.) Equal to False
      • Actions
        • Set VariableSet TempPoint = (Position of (Transporting unit))
        • Custom script: call UnitAddAbility( GetLoadedUnit(), 'Aloc' )
        • Unit - Order (Transporting unit) to Unload (Loading unit)
        • Unit - Set Unit: (Loading unit)'s Real Field: Scaling Value ('usca') to Value: 0.10
        • Animation - Change (Loading unit)'s size to (1.00%, 1.00%, 1.00%) of its original size
        • Custom script: call RemoveLocation (udg_TempPoint)


    its not the complete trigger because i can't get locust right...
     
    Last edited: May 11, 2020
  2. sunshinex3

    sunshinex3 You can change this now in User CP.

    Ratings:
    +4 / 0 / -0
    i will answer this one guys 'Aloc' is supposed to do 3 things
    make unit invincible
    make units unselectable
    make it capable of walking through buildings

    now their is glich that appears where all it does is make the unit invulnerable... kinda odd
     

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