Wolf_Soldier
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I have just made this trigger for my map. During the game, it starts to mess up, at the fourth check point, and they start to bunch up and block. An suggestions, or is the only way just to simplify the whole lot?
I would be grateful for the help Thx
Also ive got another query. How would you make a trigger, to order a unit which stops moving, on it's own to go find a random enemy unit, or return to a region where it could be ordered to do that.
E.g. Also i couldn't find how to fix a region leak.
It would be a great help if anyone could help me, Thx yet again.
I would be grateful for the help Thx
Trigger:
- Check Points
- Events
- Unit - A unit enters Zombie Spawn <gen>
- Unit - A unit enters Check Point 1 <gen>
- Unit - A unit enters Check Point 2 <gen>
- Unit - A unit enters Check Point 3 <gen>
- Unit - A unit enters Check Point 4 <gen>
- Unit - A unit enters Check Point 5 <gen>
- Unit - A unit enters Zombie Split <gen>
- Conditions
- (Owner of (Entering unit)) Equal to Player 12 (Brown)
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Owner of (Entering unit)) Equal to Player 12 (Brown)
- (Zombie Spawn <gen> contains (Position of (Entering unit))) Equal to True
- Then - Actions
- Set Move_Group_Spawn = (Units in Zombie Spawn <gen> owned by Player 12 (Brown))
- Set Check_Point_1 = (Random point in Check Point 1 <gen>)
- Unit Group - Pick every unit in Move_Group_Spawn and do (Unit - Order (Picked unit) to Move To Check_Point_1)
- Custom script: call RemoveLocation (udg_Check_Point_1)
- Custom script: call DestroyGroup (udg_Move_Group_Spawn)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Owner of (Entering unit)) Equal to Player 12 (Brown)
- (Check Point 1 <gen> contains (Position of (Entering unit))) Equal to True
- Then - Actions
- Set Move_Group_CP1 = (Units in Check Point 1 <gen> owned by Player 12 (Brown))
- Set Check_Point_2 = (Random point in Check Point 2 <gen>)
- Unit Group - Pick every unit in Move_Group_CP1 and do (Unit - Order (Picked unit) to Move To Check_Point_2)
- Custom script: call RemoveLocation (udg_Check_Point_2)
- Custom script: call DestroyGroup (udg_Move_Group_CP1)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Owner of (Entering unit)) Equal to Player 12 (Brown)
- (Check Point 2 <gen> contains (Position of (Entering unit))) Equal to True
- Then - Actions
- Set Move_Group_CP2 = (Units in Check Point 2 <gen> owned by Player 12 (Brown))
- Set Check_Point_3 = (Random point in Check Point 3 <gen>)
- Unit Group - Pick every unit in Move_Group_CP2 and do (Unit - Order (Picked unit) to Move To Check_Point_3)
- Custom script: call RemoveLocation (udg_Check_Point_3)
- Custom script: call DestroyGroup (udg_Move_Group_CP2)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Owner of (Entering unit)) Equal to Player 12 (Brown)
- (Check Point 3 <gen> contains (Position of (Entering unit))) Equal to True
- Then - Actions
- Set Move_Group_CP3 = (Units in Check Point 3 <gen> owned by Player 12 (Brown))
- Set Check_Point_4 = (Random point in Check Point 4 <gen>)
- Unit Group - Pick every unit in Move_Group_CP3 and do (Unit - Order (Picked unit) to Move To Check_Point_4)
- Custom script: call RemoveLocation (udg_Check_Point_4)
- Custom script: call DestroyGroup (udg_Move_Group_CP3)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Owner of (Entering unit)) Equal to Player 12 (Brown)
- (Check Point 4 <gen> contains (Position of (Entering unit))) Equal to True
- Then - Actions
- Set Move_Group_CP4 = (Units in Check Point 4 <gen> owned by Player 12 (Brown))
- Set Check_Point_5 = (Random point in Check Point 5 <gen>)
- Unit Group - Pick every unit in Move_Group_CP4 and do (Unit - Order (Picked unit) to Move To Check_Point_5)
- Custom script: call RemoveLocation (udg_Check_Point_5)
- Custom script: call DestroyGroup (udg_Move_Group_CP4)
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Owner of (Entering unit)) Equal to Player 12 (Brown)
- (Check Point 5 <gen> contains (Position of (Entering unit))) Equal to True
- Then - Actions
- Set Move_Group_CP5 = (Units in Check Point 5 <gen> owned by Player 12 (Brown))
- Set Zombie_Split_Point = (Center of Zombie Split <gen>)
- Unit Group - Pick every unit in Move_Group_CP5 and do (Unit - Order (Picked unit) to Move To Zombie_Split_Point)
- Custom script: call RemoveLocation (udg_Zombie_Split_Point)
- Custom script: call DestroyGroup (udg_Move_Group_CP5)
- Else - Actions
- Do nothing
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Also ive got another query. How would you make a trigger, to order a unit which stops moving, on it's own to go find a random enemy unit, or return to a region where it could be ordered to do that.
E.g. Also i couldn't find how to fix a region leak.
Trigger:
- Auto Enemy Find
- Events
- Unit - A unit owned by Player 12 (Brown) Is issued an order with no target
- Conditions
- And - All (Conditions) are true
- Conditions
- (Owner of (Ordered unit)) Equal to Player 12 (Brown)
- (Issued order) Equal to (Order(stop))
- Conditions
- And - All (Conditions) are true
- Actions
- Set Playable_Map_Area = (Playable map area)
- Set Auto_Find_Group = (Units owned by Player 12 (Brown) matching ((Current order of (Ordered unit)) Equal to (Order(stop))))
- Unit Group - Pick every unit in (Units in Playable_Map_Area matching ((Unit-type of (Picked unit)) Equal to Builder)) and do (Unit Group - Add (Picked unit) to Builder_Group)
- Unit Group - Pick every unit in (Units in Playable_Map_Area matching ((Unit-type of (Picked unit)) Equal to (Unit-type of (Ordered unit)))) and do (Unit Group - Add (Picked unit) to Auto_Find_Group)
- Unit Group - Pick every unit in Auto_Find_Group and do (Unit - Order (Picked unit) to Attack (Random unit from Builder_Group))
- Custom script: call DestroyGroup (udg_Auto_Find_Group)
- Custom script: call DestroyGroup (udg_Builder_Group)
- Events
It would be a great help if anyone could help me, Thx yet again.