UndeadDragon
Super Moderator
- Reaction score
- 448
It has been a while since I have posted here for help, but I have been working on this for a long time today, but I just can't work out why it is not working.
Basically, I attached the camera rotation to the facing value of movingUnit. The movingUnit seems to not rotate, but it then rotates to 0 degrees. I have attached the map if you want to see what is wrong.
This is the trigger which rotates the movingUnit is
This trigger works fine, which rotates the Unit.
It is run from another trigger, which works fine. (Below)
[del]Map attached if you want to see if it is because of something else.[/del] Removed. Fixed.
Basically, I attached the camera rotation to the facing value of movingUnit. The movingUnit seems to not rotate, but it then rotates to 0 degrees. I have attached the map if you want to see what is wrong.
This is the trigger which rotates the movingUnit is
Trigger:
- Lv 1 Move 3
- Events
- Conditions
- Actions
- Set hasMoved[3] = True
- Set moveNumber = 3
- Set tmpPoint = (Center of Movement 2 <gen>)
- Unit - Order movingUnit to Attack-Move To tmpPoint
- Custom script: call RemoveLocation( udg_tmpPoint )
- Trigger - Run Movement Camera On <gen> (ignoring conditions)
- Wait 2.50 seconds
- Set tmpPoint = (Center of Movement 3 <gen>)
- Unit - Order movingUnit to Attack-Move To tmpPoint
- Custom script: call RemoveLocation( udg_tmpPoint )
- Wait 4.00 seconds
- Unit - Make movingUnit face 270.00 over 1.00 seconds
- Trigger - Run Movement Camera Off <gen> (ignoring conditions)
- Set tmpUGroup = (Units in creepChecking[moveNumber])
- Unit Group - Order tmpUGroup to Attack movingUnit
- Custom script: call DestroyGroup( udg_tmpUGroup )
This trigger works fine, which rotates the Unit.
Trigger:
- Lv 1 Move 1
- Events
- Conditions
- Actions
- Unit - Unpause movingUnit
- Unit - Unpause dummyUnit[1]
- Unit - Unpause dummyUnit[2]
- Set hasMoved[1] = True
- Set tmpPoint = (Center of Movement 1 <gen>)
- Unit - Order movingUnit to Attack-Move To tmpPoint
- Trigger - Run Movement Camera On <gen> (ignoring conditions)
- Custom script: call RemoveLocation( udg_tmpPoint )
- Wait 5.00 seconds
- Unit - Make movingUnit face 270.00 over 1.00 seconds
- Trigger - Run Movement Camera Off <gen> (ignoring conditions)
- Set tmpUGroup = (Units in creepChecking[moveNumber])
- Unit Group - Order tmpUGroup to Attack movingUnit
- Custom script: call DestroyGroup( udg_tmpUGroup )
It is run from another trigger, which works fine. (Below)
Trigger:
- Movement Initialization
- Events
- Time - Every 1.00 seconds of game time
- Conditions
- Actions
- For each (Integer A) from 1 to 3, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- And - All (Conditions) are true
- Conditions
- zombiesKilled Equal to neededKills[(Integer A)]
- hasMoved[(Integer A)] Equal to False
- Conditions
- And - All (Conditions) are true
- Then - Actions
- Trigger - Run moveTriggers[(Integer A)] (ignoring conditions)
- Set moveNumber = (Integer A)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer A) from 1 to 3, do (Actions)
- Events
[del]Map attached if you want to see if it is because of something else.[/del] Removed. Fixed.