X.Terror.X
New Member
- Reaction score
- 10
This trigger should send created units that are added to the group to point a > b > c
but somehow it doesnt do as it should be doing.
creeps move to target A and then run back, like patrol. somethimes they get to the second point. but that is when they first returned to the point were they were created.
Variables:
if one of the 3 abilities is used the building will create creeps that sprawn to one of the 3 chosen paths. (west mid east)
When they reached poin A they are send in agroup which will send them to B
same to point C
trigger which make them move
i hope somone can see why this trigger doesnt work, i got no clue because, it succesfully adds the units to all units group.
#edit i dont want to show all of my triggers that whud be unhandy. but to explain WMEGroup trigger: WMEBuild is the building that the creeps are sprawned at. when they are created the units are placed in GroupMover[same as WMEBuild integer]
but somehow it doesnt do as it should be doing.
creeps move to target A and then run back, like patrol. somethimes they get to the second point. but that is when they first returned to the point were they were created.
Variables:
Trigger:
- MOVE DATABASE
- Events
- Time - Elapsed game time is 0.01 seconds
- Conditions
- Actions
- Set GroupMoveTarget[1] = W1 move <gen>
- Set GroupMoveTarget[2] = M1 Move <gen>
- Set GroupMoveTarget[3] = E1 Move <gen>
- Set GroupMoveTarget[4] = W2 Move <gen>
- Set GroupMoveTarget[5] = M2 Move <gen>
- Set GroupMoveTarget[6] = E2 Move <gen>
- Set GroupMoveTarget[7] = W3 Move <gen>
- Set GroupMoveTarget[8] = M3 Move <gen>
- Set GroupMoveTarget[9] = E3 Move <gen>
- Set WMEAbility[1] = West Line
- Set WMEAbility[2] = Mid Line
- Set WMEAbility[3] = East Line
- Events
if one of the 3 abilities is used the building will create creeps that sprawn to one of the 3 chosen paths. (west mid east)
Trigger:
- MWE Group
- Events
- Unit - A unit Starts the effect of an ability
- Conditions
- Or - Any (Conditions) are true
- Conditions
- (Ability being cast) Equal to West Line
- (Ability being cast) Equal to East Line
- (Ability being cast) Equal to Mid Line
- Conditions
- Or - Any (Conditions) are true
- Actions
- Unit Group - Remove (Triggering unit) from WMEBuild[4]
- For each (Integer A) from 1 to 3, do (Actions)
- Loop - Actions
- Unit Group - Remove (Triggering unit) from WMEBuild[(Integer A)]
- Unit - Add WMEAbility[(Integer A)] to (Triggering unit)
- Loop - 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
- (Ability being cast) Equal to WMEAbility[(Integer A)]
- Then - Actions
- Unit - Remove WMEAbility[(Integer A)] from (Triggering unit)
- Unit Group - Add (Triggering unit) to WMEBuild[(Integer A)]
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Events
When they reached poin A they are send in agroup which will send them to B
same to point C
Trigger:
- MWE2 Group
- Events
- Unit - A unit enters W1 move <gen>
- Unit - A unit enters M1 Move <gen>
- Unit - A unit enters E1 Move <gen>
- Conditions
- And - All (Conditions) are true
- Conditions
- (Owner of (Triggering unit)) Equal to Player 7 (Green)
- Or - Any (Conditions) are true
- Conditions
- ((Triggering unit) is in GroupMover[1]) Equal to True
- ((Triggering unit) is in GroupMover[2]) Equal to True
- ((Triggering unit) is in GroupMover[3]) Equal to True
- Conditions
- Conditions
- And - All (Conditions) are true
- 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
- ((Triggering unit) is in GroupMover[(Integer A)]) Equal to True
- Then - Actions
- Unit Group - Remove (Triggering unit) from GroupMover[(Integer A)]
- Unit Group - Add (Triggering unit) to GroupMover[((Integer A) + 3)]
- Unit - Order (Picked unit) to Stop
- 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
trigger which make them move
Trigger:
- MWE Move
- Events
- Time - Every 0.50 seconds of game time
- Conditions
- Actions
- For each (Integer A) from 1 to 9, do (Actions)
- Loop - Actions
- Unit Group - Pick every unit in GroupMover[(Integer A)] and do (Actions)
- Loop - Actions
- If ((Current order of (Picked unit)) Not equal to (Order(attack))) then do (Unit - Order (Picked unit) to Attack-Move To (Random point in GroupMoveTarget[(Integer A)])) else do (Do nothing)
- Loop - Actions
- Unit Group - Pick every unit in GroupMover[(Integer A)] and do (Actions)
- Loop - Actions
- For each (Integer A) from 1 to 9, do (Actions)
- Events
i hope somone can see why this trigger doesnt work, i got no clue because, it succesfully adds the units to all units group.
#edit i dont want to show all of my triggers that whud be unhandy. but to explain WMEGroup trigger: WMEBuild is the building that the creeps are sprawned at. when they are created the units are placed in GroupMover[same as WMEBuild integer]