Sajberhippie
New Member
- Reaction score
- 30
So, trying to make the terrain type affect movement speed of my units. Using an altered version of Endurance Aura, I use a trigger to set the level of this based on what terrain type is at the feet of the unit in question. However, it won't work. At first it worked on Grass and Dirt terrain but not on Lumpy Grass (didn't test the other types) but when I added the buff removal part it stopped working altogether. Anyone has any idea why it won't work? Here's the trigger:
As you see, the terrain types are from various tilesets. This is intentional and the same as is on the level.
Trigger:
- Terrain
- Events
- Time - Every 0.50 seconds of game time
- Conditions
- Actions
- Set SettingGroup = (Units in (Playable map area))
- Unit Group - Pick every unit in SettingGroup and do (Actions)
- Loop - Actions
- Set SettingPoint = (Position of (Picked unit))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Terrain type at SettingPoint) Equal to Lordaeron Summer - Grass
- Then - Actions
- Unit - Remove Light Hindrance buff from (Picked unit)
- Unit - Remove Heavy Hindrance buff from (Picked unit)
- Unit - Remove Road buff from (Picked unit)
- Unit - Set level of Terrain Speed (Normal) for (Picked unit) to 1
- Unit - Set level of Terrain Speed (Mounted) for (Picked unit) to 1
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Terrain type at SettingPoint) Equal to Lordaeron Summer - Dirt
- (Terrain type at SettingPoint) Equal to Village - Cobble Path
- Then - Actions
- Unit - Remove Light Hindrance buff from (Picked unit)
- Unit - Remove Heavy Hindrance buff from (Picked unit)
- Unit - Remove Normal Terrain buff from (Picked unit)
- Unit - Set level of Terrain Speed (Normal) for (Picked unit) to 2
- Unit - Set level of Terrain Speed (Mounted) for (Picked unit) to 2
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Terrain type at SettingPoint) Equal to Ashenvale - Lumpy Grass
- (Terrain type at SettingPoint) Equal to Lordaeron Summer - Rock
- (Terrain type at SettingPoint) Equal to Village - Crops
- Then - Actions
- Unit - Remove Road buff from (Picked unit)
- Unit - Remove Heavy Hindrance buff from (Picked unit)
- Unit - Remove Normal Terrain buff from (Picked unit)
- Unit - Set level of Terrain Speed (Normal) for (Picked unit) to 3
- Unit - Set level of Terrain Speed (Mounted) for (Picked unit) to 3
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Terrain type at SettingPoint) Equal to Ashenvale - Rough Dirt
- (Terrain type at SettingPoint) Equal to Ashenvale - Grassy Dirt
- Then - Actions
- Unit - Remove Light Hindrance buff from (Picked unit)
- Unit - Remove Road buff from (Picked unit)
- Unit - Remove Normal Terrain buff from (Picked unit)
- Unit - Set level of Terrain Speed (Normal) for (Picked unit) to 4
- Unit - Set level of Terrain Speed (Mounted) for (Picked unit) to 4
- Else - Actions
- If - Conditions
- Custom script: call RemoveLocation(udg_SettingPoint)
- Loop - Actions
- Custom script: call DestroyGroup (udg_SettingGroup)
- Events
As you see, the terrain types are from various tilesets. This is intentional and the same as is on the level.