ordering a unit to flee

Jooster

New Member
Reaction score
7
is it possible through triggers to make a unit flee? would really help with my custom fear ability
 

Samael88

Evil always finds a way
Reaction score
181
Add the peseant classification to the affected unit's when the ability is cast and have a dummy unit damage them for 1hp or something. That could work:)
 

Sevion

The DIY Ninja
Reaction score
413
Get the angle between the unit and the caster. Add 180. Issue the unit to move to a point X distance away towards the angle we got earlier. It would look as though he's "running" away from the caster.
 

Jooster

New Member
Reaction score
7
well so far what i got is

Code:
Fear
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Fear 
    Actions
        Set point = (Position of (Triggering unit))
        Set Temp_Rect = (Rect centered at point with size (1500.00, 1500.00))
        Set unit_group = (Units in (Playable map area)((((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True) and (((Matching unit) has buff Fear ) Not equal to True)))
        Wait 0.20 seconds
        Unit Group - Pick every unit in unit_group and do (Actions)
            Loop - Actions
                Set point = (Random point in Temp_Rect)
                Unit - Order (Picked unit) to Move To point
                Unit - Turn collision for (Picked unit) Off
                Custom script: call RemoveLocation (udg_point)
        Wait 1.00 seconds
        Unit Group - Pick every unit in unit_group and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) has buff Fear ) Not equal to False
                    Then - Actions
                        Set point = (Random point in Temp_Rect)
                        Unit - Order (Picked unit) to Move To point
                        Custom script: call RemoveLocation (udg_point)
                    Else - Actions
                        Unit - Order (Picked unit) to Stop
                        Unit - Turn collision for (Picked unit) On
                        Unit Group - Remove (Picked unit) from unit_group
        Wait 1.00 seconds
        Unit Group - Pick every unit in unit_group and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) has buff Fear ) Not equal to False
                    Then - Actions
                        Set point = (Random point in Temp_Rect)
                        Unit - Order (Picked unit) to Move To point
                        Custom script: call RemoveLocation (udg_point)
                    Else - Actions
                        Unit - Order (Picked unit) to Stop
                        Unit - Turn collision for (Picked unit) On
                        Unit Group - Remove (Picked unit) from unit_group
        Wait 1.00 seconds
        Unit Group - Pick every unit in unit_group and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) has buff Fear ) Not equal to False
                    Then - Actions
                        Set point = (Random point in Temp_Rect)
                        Unit - Order (Picked unit) to Move To point
                        Custom script: call RemoveLocation (udg_point)
                    Else - Actions
                        Unit - Order (Picked unit) to Stop
                        Unit - Turn collision for (Picked unit) On
                        Unit Group - Remove (Picked unit) from unit_group
        Wait 1.00 seconds
        Unit Group - Pick every unit in unit_group and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) has buff Fear ) Not equal to False
                    Then - Actions
                        Set point = (Random point in Temp_Rect)
                        Unit - Order (Picked unit) to Move To point
                        Custom script: call RemoveLocation (udg_point)
                    Else - Actions
                        Unit - Order (Picked unit) to Stop
                        Unit - Turn collision for (Picked unit) On
                        Unit Group - Remove (Picked unit) from unit_group
        Unit Group - Pick every unit in unit_group and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        ((Picked unit) has buff Fear ) Not equal to False
                    Then - Actions
                        Set point = (Position of (Triggering unit))
                        Unit - Order (Picked unit) to Patrol To point
                        Unit - Turn collision for (Picked unit) On
                        Unit - Remove Fear  buff from (Picked unit)
                        Custom script: call RemoveLocation (udg_point)
                    Else - Actions
        Custom script: call DestroyGroup (udg_unit_group)
        Custom script:    call RemoveRect(udg_Temp_Rect)
        Custom script: call RemoveLocation (udg_point)

works decently well. any suggestions?
 

Sevion

The DIY Ninja
Reaction score
413
If you casted it more than once, it would get messed up. And sometimes, the unit would run towards the caster. Do as I said, and they'll run away always instead.
 

Jooster

New Member
Reaction score
7
well i don't really mind if the unit runs towards the caster. i was hoping for something along the lines of fear like in wow. but what do you suggest on doing to stop it from messing up if it were cast more then once
 

Sevion

The DIY Ninja
Reaction score
413
If you did it in JASS you could easily use locals to fix the global overriding. :/

You could use Local-Globals. Just add:

Code:
Custom Script:    local location udg_point
Custom Script:    local rect udg_Temp_Rect
Custom Script:    local group udg_unit_group

Though, that's very frowned upon and if you're going to submit something, don't use them.

You could use arrays :/ Though, it's be really stupid to do so when you can use locals.
 

Jooster

New Member
Reaction score
7
could u explain the locals to me a little bit, i get the arrays but not quite so with the locals. and why would they be frowned upon?
 
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