Is there an Unload Order? (Another Look at Boarding Issues)

Rinpun

Ex TH Member
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Loading works fine as I've constantly told Ryoko, his ideas were very similar to mine and they work fine.

BUT, I can't get my unit to unload! I even put an action stating the Issued Order after the unit is supposed to be ordered to Unload All and would you believe it, it returned "(null)"! Unfortunately, even using a convert string to order and saying "unload" or "unloadall" returns (null) as well. Why is this?
 
Did you download my demo map?

Cuz that one works when I test it...

Are you trying to make it do something different that I'm not, that requires a different statement?

Note I have two triggers; One for Unload, and one for Unload All.

Or are you trying to 'force' it to unload?

// Edit

When I'm done altering the UD racer so it has attachment points and color, I'll update the demo map :D
 
I did upload your nice map, but that only deals with Loading and it contains the same triggers I figured out on my own. :)

Yes, you have guessed it. I want to FORCE them to unload. I have triggers already for IF the unit unloads as that is also needed. Cars in my LoaP are supposed to unload everyone before changing colo when they run out of gas. That is pretty much THE trigger error. 'Twas also why I stopped on my Halo Multiplayer map.

Quite strange that there is no simple way to unload all units since the trigger to "Unload all" is invalid. You'd think Blizzard would bother with forcing Unloading besides Loading :D
 
bump
 
bump.....
 
Assuming that "triggering unit" is a transport of some kind:

Code:
Unit Group - Pick every unit in (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is loaded into (Triggering unit)) Equal to True)) and do (Actions)
    Loop - Actions
        Game - Display to (Player group((Owner of (Triggering unit)))) the text: (Name of (Picked unit))
        Unit - Order (Triggering unit) to Unload (Picked unit)

Would that work? (FWIW, it does for me ;) )
In your map too?
Your transport is "special"? How so?
What exactly have you tried that didn't work?
And around 42 other questions... :)
 
O_O

That...just...might...WORK!

:D

I think I'll try it.

Where did I say my transport was "special"? It has Unload and Load (Air Transports) or Goblin Zeppelin, something like that. And cargo hold too.

Well, hmm....

This is my current LoseGas trigger and I'm not sure if your little tidbit would work there or anywhere. I'll need to, somehow, rework my code perhaps.

VehicleLoseGas
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Cars and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Integer((Mana of (Picked unit)))) Greater than or equal to 10
Then - Actions
Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - 10.00)
Else - Actions
Unit Group - Remove (Picked unit) from Cars
Unit - Set mana of (Picked unit) to 0.00%
Game - Display to (Player group((Owner of (Picked unit)))) for 5.00 seconds the text: Crud. It's out of gas!

It's added to Cars when it's owned by a player, which means it's running :D

(When you get out of the car it turns into Neutral Passive and is removed off Cars, implying that it is currently parked :))
 
> I'm not sure if your little tidbit would work there or anywhere

Why wouldn't it?
It really only depends on when you want it to unload...

When it's out of "gas"?
Then somewhere in that "else"...


> Where did I say my transport was "special"?

My point here was more along the lines of:
" I have no idea what's going on in your map "...

It might just be that your transport is so undescribably different
from standard "Zeppelins" that the Usual Stuff (tm) simply doesn't apply :)
 
Well, if you've noticed, there are two pick a unit thingies. Therefore, WHAT is the definition of a picked unit?

But, I think I could perhaps work it in separately to work automatically in the trigger except for the fact that it is skipped (skip remaining actions) if the car's "gas" isn't 0.

What about this?

Code:
VehicleLoseGas
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        Unit Group - Pick every unit in Cars and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Integer((Mana of (Picked unit)))) Greater than or equal to 10
                    Then - Actions
                        Unit - Set mana of (Picked unit) to ((Mana of (Picked unit)) - 10.00)
                        Skip remaining actions
                    Else - Actions
                        Unit Group - Remove (Picked unit) from Cars
                        Unit - Set mana of (Picked unit) to 0.00%
                        Game - Display to (Player group((Owner of (Picked unit)))) for 5.00 seconds the text: Crud. It's out of g...
                        Set Car = (Picked unit)
                        Set CarOwner = (Owner of (Picked unit))
        Unit Group - Pick every unit in (Units owned by CarOwner matching (((Matching unit) is loaded into Car) Equal to True)) and do (Actions)
            Loop - Actions
                Unit - Order Car to Unload (Picked unit)
 
It...works!

Thank you Acehart! :D
 
> there are two pick...

That's where variables come in handy,
as you already noticed :)


May I suggest you put "set Car = (no unit)" at the very beginning?
Just to be sure... ;)
 
I suppose :)
 
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