Qeue unit orders with triggers..

  • Thread starter Thread starter leetslay
  • Start date Start date
Im not sure what you mean.

If you mean telling the unit to stop with triggers use.

Code:
Unit - Order (Triggering unit) to Stop
 
I mean like when you are holding SHIFT + clicking around a peasant for example, it will create lots of orders that he will carry out in a specific order. You can build three farms immediately after each other if you hold down shift while placing the position of the first farm to be built.

i want to do this in triggers, to have waypoints that the unit will go to first, then go to another place and so on, without having to wait for him to get to the waypoint before i can order him to move again.

i want basically to be able to order a unit at one time, in triggers, making him do 2 orders or more, instead of just 1.

like
Unit - Order unit to go to middle of map
Unit - Order unit to go to left of map

doesnt that order the unit to go to left map directly?
i want him to go to middle of map first THEN go to left of map.
 
i want him to go to middle of map first THEN go to left of map.
Then make a region in the middle of the map, and detect when the unit gets there, then order him to go to the left.
 
the problem is, that im using a custom wandering ability. not an ability in the object editor, but an ability that is created through triggers. whoever got this ability, will be moving around aimlessly, but not without some guidance. on my map, there are several roads and intersections that they will walk upon. i have created my triggers such that they never move away from the roads. but the real problem is that it lags too much whenever this ability trigger is run. I have it on Time - Periodic Time event, and each time it starts ordering units around, the whole map lags for a bit. and when you exit the game after a while, the screen goes black like in wc3 and you have to wait for like a minute or so before you can do something again. i know that these triggers are the problems, because when i disabled them, there wasnt any of this phenomenon.

the triggers check for tile-type conditions, and i dont know if these causes lag or memory leak, i know that Unit group actions leaks, but i have enabled bj_wantDestroyGroup so they wont, i think (i know how and where to put bj_wantDestroyGroup so dont tell me).

im not sure about this memory leak thing, could be something else but it sure is annyoing if you want to play the map and it lags every 8 sec and takes a minute to exit the game afterwards.

thats why i want some other way to work with these triggers.

also i wouldnt want the lag, cuz then you cant have any longer games on the map.

plz help
 
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