Zanderist
New Member
- Reaction score
- 5
So I've been working on a small test map. Learning the triggers before I begin making them in my own map.
What happens is...
1. A unit uses a spell, then a variable is set to 1
2. Spell gets removed from the unit, camera applies to a certain region called 'marker region' a unit is created in it called 'marker'
3. the region moves along with 'marker' were ever the camera target moves
4. I select the unit, then another region called 'firing for effect' moves centering over the 'marker' region.
5. Using Unit Group- Select units in region then do action, A battery of cannon towers begin to target a random point in 'firing for effect'
6. Timer begins called reloading.
7. Spell is given back to the unit. Variable is reset to 0.
The Problem...
The trigger works flawlessly, but the cannon towers keep targeting the same spots till the timer is expired.
My solution was to use a lot of cannon towers, but that's ridiculous in the real world. So now I want to only use about 6 cannon towers apart from 12.
My question is...
1. How can I make that battery of cannons continue to attack ground...acquire a new point..attack ground...etc. without using a long trigger consisting of "Unit- Issue order attack ground at random point" wait .10 "Unit- Issue order attack ground at random point" Over and over again.
I was think of creating a another trigger that get's turned on that has.
Event- Every .10 seconds
Condition- Integer Arrty = 0
Action- Unit Group Select units in region then issue order attack ground in firing for affect region.
2. I'm also trying to reduce the number of triggers I need, but for that I need post my map up here. I'll save this question till later.
What happens is...
1. A unit uses a spell, then a variable is set to 1
2. Spell gets removed from the unit, camera applies to a certain region called 'marker region' a unit is created in it called 'marker'
3. the region moves along with 'marker' were ever the camera target moves
4. I select the unit, then another region called 'firing for effect' moves centering over the 'marker' region.
5. Using Unit Group- Select units in region then do action, A battery of cannon towers begin to target a random point in 'firing for effect'
6. Timer begins called reloading.
7. Spell is given back to the unit. Variable is reset to 0.
The Problem...
The trigger works flawlessly, but the cannon towers keep targeting the same spots till the timer is expired.
My solution was to use a lot of cannon towers, but that's ridiculous in the real world. So now I want to only use about 6 cannon towers apart from 12.
My question is...
1. How can I make that battery of cannons continue to attack ground...acquire a new point..attack ground...etc. without using a long trigger consisting of "Unit- Issue order attack ground at random point" wait .10 "Unit- Issue order attack ground at random point" Over and over again.
I was think of creating a another trigger that get's turned on that has.
Event- Every .10 seconds
Condition- Integer Arrty = 0
Action- Unit Group Select units in region then issue order attack ground in firing for affect region.
2. I'm also trying to reduce the number of triggers I need, but for that I need post my map up here. I'll save this question till later.