issue order problem

Quakern

New Member
Reaction score
1
Hey there, I am making a map like "Castle Fight", and I want the units to move from A to B, and it comtinues to run to that place even if I order it to do something else. But if I order it to move to my own buildings doesn't it work :S (click on the unit, then right click a building).

Does anyone here know how to fix this? Here's my trigger:

Trigger:
  • Not able to move it
    • Events
      • Unit - A unit Is issued an order targeting a point
    • Conditions
      • ((Triggering player) Equal to Player 1 (Red)) or (((Triggering player) Equal to Player 2 (Blue)) or ((Triggering player) Equal to Player 3 (Teal)))
      • (Issued order) Equal to (Order(smart))
      • (Unit-type of (Triggering unit)) Not equal to Builder
      • (Unit-type of (Triggering unit)) Not equal to Builder
      • (Unit-type of (Triggering unit)) Not equal to Builder (Ghost)
      • (Unit-type of (Triggering unit)) Not equal to Builder
      • (Unit-type of (Triggering unit)) Not equal to Builder
    • Actions
      • Unit - Order (Ordered unit) to Attack-Move To (Center of Not_moving[(Player number of (Owner of (Ordered unit)))])
 

WolfieeifloW

WEHZ Helper
Reaction score
372
Try changing all those Triggering Unit's to Ordered Unit's.

In your conditions, use an "And -" and "Or -" thingie:
Code:
Conditions
    And - All (Conditions) are true
        Conditions

EDIT: And what Azylaminaz said :rolleyes: .
 

Azylaminaz

Vox Populi
Reaction score
91
First of all, you must do OWNER of triggering unit.

There is no Triggering Player when you have a Unit event.
 

Quakern

New Member
Reaction score
1
Well like I said, this trigger work (I click on the unit and order it to move = it continues to move to Team B)
But if I click on the unit and right click on a building after, then the units turn around and move back to that building. That's the problem. :S
 

Azylaminaz

Vox Populi
Reaction score
91
In Castle Fight, it is a computer that owns the unit and the color is changed to match yours.
Trigger:
  • Unit - A unit Is issued an order targeting a point
Change to:
Trigger:
  • Events
    • Unit - A unit Is issued an order targeting an object
    • Unit - A unit Is issued an order targeting a point
    • Unit - A unit Is issued an order with no target



I wonder if there is a way to show the context of a unit without owning it (like what MH does...).
 

Quakern

New Member
Reaction score
1
Yes that worked :D
I did this:
Trigger:
  • Not able to move it
    • Events
      • Unit - A unit Is issued an order targeting a point
      • Unit - A unit Is issued an order targeting an object
      • Unit - A unit Is issued an order with no target
    • Conditions
      • ((Owner of (Triggering unit)) Equal to Player 1 (Red)) or (((Owner of (Triggering unit)) Equal to Player 2 (Blue)) or ((Owner of (Triggering unit)) Equal to Player 3 (Teal)))
      • (Issued order) Equal to (Order(smart))
      • (Unit-type of (Triggering unit)) Not equal to Builder
      • (Unit-type of (Triggering unit)) Not equal to Builder
      • (Unit-type of (Triggering unit)) Not equal to Builder (Ghost)
      • (Unit-type of (Triggering unit)) Not equal to Builder
      • (Unit-type of (Triggering unit)) Not equal to Builder
    • Actions
      • Unit - Order (Ordered unit) to Attack-Move To (Center of Not_moving[(Player number of (Owner of (Ordered unit)))])


Thanks for the help :D +rep
 
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