Movement trigger help

T

thomasareed

Guest
I've got a neutral character that I want to go unlock a gate. Seems easy enough, so I created the following actions in my trigger:

order TheUnit to move to the position of (Elven Gate)
wait until ((gate region contains TheUnit) equal to true), checking every 1 seconds
destructible - open Elven Gate
order TheUnit to move to (center of TheUnit home region)

In this case, gate region is a region right in front of the gate. All starts off well -- the unit in question starts walking towards the gate. However, he seems to stop shorter than he ought to (probably a minor problem solvable by adjusting the gate region), turns around and walks back home, and the gate never opens. What!?!? What's going on there? How come the open gate line got skipped?
 
That's normal.
Creeps tend to like to guard the place they started in,
so they run back when they get "too far" away from it...

Menu: Advanced / Gameplay constants,
check "use custom",
find "Creeps - Guard return distance" and "Creeps - Guard return time",
and put something really big there, like 99000.

Note: this is a global settings for all Creeps.
 
hehe

You're problem is a dodgey script. I don't like it at all. The way i would have done it is create 2 triggers.
The first one sending the creep to the gate.
The second will go as follows.

A unit enters (Gate Region)
If unit type equal to (kobold)
Open gate

This way every time the unit enters the region the gate will open.
Its easier to look at and understand.
You can easily use this function to repeat the opening and closing of a gate simply by sending it to the region whenever needs be. (For closing just specify an event that looks for "unit leaves region" do the check for the creep type the set to close gate).
It doesn't require any complex script.
And neither is there a chance that it won't work.

As for your creep problem, you dont want to do what AceHart replied with :/ Thats stupid because you might want creeps somewhere to return to their 'guard spot'. So instead of having the creep assigned to neutral hostile you could set it to neutral passive. If it still comes up with the error you explained set it to a player like player red and add the trigger.

Player 1 (Red) selects a unit
Unit equal to (Kobold) (again using kobold as an example but specifying the exact unit, not unit type)
Remove (Kobold) from (units currently selected by Player 1 (Red))

That will deselect the unit whenever player red tries to select it in an attempt to move it perhaps :)

Hope this has proved helpful and good luck with the map.
 
Newb to the World EditOR!!@!!!!

I dont know if this will work but just make the area of the gate region bigger so the gate will open. so when he gets however close to the gate he gets to it mabye from a distance and then the gate opens? That is what I thought when I first read the question. So if that doesn't work sry.
 
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