Is issued an order - problem

Stefanman

Member
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if issued with order
Events
Unit - A unit Is issued an order targeting a point
Conditions
And - All (Conditions) are true
Conditions
(((Ordered unit) is A structure) Equal to False) and (((Ordered unit) is A Hero) Equal to False)
(Level of Info (Flying Machine) for (Ordered unit)) Equal to 1
Actions
Set TempUnit[10] = (Ordered unit)
Unit - Kill TempUnit[10]
Game - Display to (Player group((Owner of TempUnit[10]))) for 5.00 seconds the text: Dont move your batt...
Set TempUnit[10] = No unit

everything is ok,BUT , SOMETIMES even when i dont move my units,they are being destroyed (self killed). Why does that happens? My main question is ,is there a way to check if player issued an order,not the unit itself.
 

Exide

I am amazingly focused right now!
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448
You should remove all the order stuff, and and change it to 'a unit starts the effects of an ability', and use ability comparison instead.
 

Stefanman

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ahm,i want my units to die when moved,not when they cast ability.And i am using 'add ability' function for some other reasons,when creeps are spawned,first i give them order,and then i give them ability,it is really smart what i did,but i cannot explain it really.
 

ManyTimes

I'm so lonesome I could cry...
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Your trigger there...smart? ...ehm, no.
You can remove the whole variable there, IF that is the whole trigger. There is no point setting the variable to (ordered unit) when you kill it 0.00 seconds after. Actually never use variable in a trigger like that, IF the variables purpose is to use the Triggering unit. Then you should always use (TRiggering unit) instead....Well, game display text to owner of triggering unit after that kill the Triggering Unit instead...
And put your trigger in a [cod e] tag, not a "qoute"...well, ehm. Last thing, whenever you are using the unit in the event, please use Triggering Unit. Ordered unit is...and not only that, its for readability. The mind works more if it sees "ordered unit" instead of Triggering unit... Why?...Do you even want to know?...no.. :)
 

NapaHero

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The trigger should be like this:

Code:
If issued with order
    Events
        Unit - A unit Is issued an order targeting a point
    Conditions
        Or - Any (Conditions) are true
            Conditions
                ((Triggering unit) is A Hero) Equal to False
                (Issued order) Equal to (Order(patrol))
                (Issued order) Equal to (Order(move))
                (Issued order) Equal to (Order((attack + ground)))
    Actions
        Unit - Kill (Triggering unit)
        Game - Display to (Player group((Owner of (Triggering unit)))) the text: Dont move your batt...
 

Exide

I am amazingly focused right now!
Reaction score
448
The trigger should be like this:

Code:
If issued with order
    Events
        Unit - A unit Is issued an order targeting a point
    Conditions
        Or - Any (Conditions) are true
            Conditions
                ((Triggering unit) is A Hero) Equal to False
                (Issued order) Equal to (Order(patrol))
                (Issued order) Equal to (Order(move))
                (Issued order) Equal to (Order((attack + ground)))
    Actions
        Unit - Kill (Triggering unit)
        Game - Display to (Player group((Owner of (Triggering unit)))) the text: Dont move your batt...


Or - Any (Conditions) are true
((Triggering unit) is A Hero) Equal to False
-Doesn't work very well.


I thought this was an ability that you used. That's why I figured you might as well use ability check, not orders.
'(Level of Info (Flying Machine) for (Ordered unit)) Equal to 1'
 

NapaHero

Back from the dead...
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43
Code:
If issued with order
    Events
        Unit - A unit Is issued an order targeting a point
    Conditions
        ((Triggering unit) is A Hero) Equal to False
        (Level of Info (Flying Machine) for (Triggering Unit)) Equal to 1
         Or - Any (Conditions) are true
            Conditions
                (Issued order) Equal to (Order(patrol))
                (Issued order) Equal to (Order(move))
                (Issued order) Equal to (Order((attack + ground)))
    Actions
        Unit - Kill (Triggering unit)
        Game - Display to (Player group((Owner of (Triggering unit)))) the text: Dont move your batt...

I think I fixed the Conditions
 

Stefanman

Member
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10
forgot the things we wrote above,i got something other,is there a way to determine if player issued order or the unit himself.?
 

Stefanman

Member
Reaction score
10
if player issued unit order check

Hello.Is there a way to check if player issued unit for event : 'is issued an order' ,cos here is my problem :
I made an event when unit issues order,issued unit is killed (selfkilled)My map is something like linewars,but there are no lives,there is Holy Stone that must be destroyed.Ok,no problems occur until units start to attack Holy Stone,then they start to die sometimes.But that only happens when there are maany units around Holy Stone. Thanks
 

Exide

I am amazingly focused right now!
Reaction score
448
Um..
You want a trigger that kills units that attacks a certain unit?
 

Exide

I am amazingly focused right now!
Reaction score
448
I don't think that is possible.
Units are issued orders, not players.

What order are you looking for and what are you trying to do?
 

Stefanman

Member
Reaction score
10
this will be complicated to explain,but well.... :

In my map,you send creeps from building.They your creeps,not neutral player creeps.When creeps are created,i add them ability (passive unimportant) and then i issue sold unit to move-attack to some point. I have trigger that checks if unit is issued an order , with checking if unit has ability i added after i issued order unit to move-attack.now,everything is ok while creeps are fighting with each other ,but when many creeps begin to attack Holy Stone (enemy base),and not all of them can attack it at a same time,sometimes it comes to a problem,and units die by themselves even when i don't order them to move,attack...

I hope u understood this,the map i was talking about is Holy Stone LineWars
(you can see it in map projects)
 
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