Unit flying height help

Dois

New Member
Reaction score
1
I'm trying to use the trigger to change the units' flying height but it doesn't work.

The unit is a circle of power modified to be a unit instead of a building and to have movement type as "fly" with no movement speed (tried changing flying height with the unit having movement speed, no dice...) and it has a default flying height of 250. Minimum was 250 as well and when I took away the minimum I still couldn't change the flying height(With triggers).

Anyone?
 

Evoroth

New Member
Reaction score
11
Add the Crow Form ability to the unit, and then remove it, and you will see a MIRACLE (= "Change flying height" will work)
 

Dois

New Member
Reaction score
1
sorry but ive tried that and... no miracle!

unless im misunderstanding what ur saying...

What im doing is giving it crow form, then taking it away straight away, then trying to change the flying height...

doesn't work =(
 

Knight7770

Hippopotomonstrosesquiped aliophobia
Reaction score
187
You give it crow form, change the flying height, then take it away.:D
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
> You give it crow form, change the flying height, then take it away

Actually, it works just fine when taking it away immediately after adding it...


> doesn't work

"It doesn't work" is not a very good problem description.

Trigger problems are best helped with by posting said triggers.
 

Romek

Super Moderator
Reaction score
964
You could try giving the circle "hover" movement type, and then try it.
 

Dois

New Member
Reaction score
1
tried it with movement speed.. doesnt work..

also, it was initially hover. then i thought maybe it needed to be flying so ive changed to to flying..

anyway this is the trigger

Code:
West Healing Pod Heal
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Percentage life of West_Heal_Unit) Less than 100.00
                (West_Heal_Unit is alive) Equal to True
            Then - Actions
                [COLOR="Red"]If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Current flying height of Locust Circle of Power (Floating) 0072 <gen>) Not equal to 0.00
                    Then - Actions
                        Animation - Change Locust Circle of Power (Floating) 0072 <gen> flying height to 0.00 at 250.00
                    Else - Actions
                        Animation - Change Locust Circle of Power (Floating) 0072 <gen> flying height to 250.00 at 250.00[/COLOR]                Unit - Set life of West_Heal_Unit to ((Percentage life of West_Heal_Unit) + 5.00)%
                Special Effect - Create a special effect attached to the origin of Locust Circle of Power 0069 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
                Special Effect - Destroy (Last created special effect)
            Else - Actions
                Unit - Unpause West_Heal_Unit
                Unit - Make West_Heal_Unit Vulnerable
                Trigger - Turn off (This trigger)
                Trigger - Turn on West Healing Pod Trigger <gen>

When its running, the flying height doesn't change or I'm blind or something. Or im using the "Change flying height" wrongly.

The default flying height for the circle is 250.

Code:
Initialization
    Events
        Map initialization
    Conditions
    Actions
        -------- Setup --------
        (Lots of stuff here)
        Unit - Add Crow Form to Locust Circle of Power (Floating) 0072 <gen>
        Unit - Remove Crow Form from Locust Circle of Power (Floating) 0072 <gen>
        (Lots of stuff here)
        -------- Destroy Trigger --------
        Custom script:   call DestroyTrigger( GetTriggeringTrigger() )

if you really need the rest of that its...
Code:
Initialization
    Events
        Map initialization
    Conditions
    Actions
        -------- Setup --------
        Visibility - Disable fog of war
        Visibility - Disable black mask
        Game - Set the time of day to 5.99
        Game - Display to (All players) the text: |cff995500Choose|r ...
[COLOR="Red"]        Unit - Add Crow Form to Locust Circle of Power (Floating) 0072 <gen>
        Unit - Remove Crow Form from Locust Circle of Power (Floating) 0072 <gen>[/COLOR]
        Animation - Change Demon Gate 0087 <gen>'s vertex coloring to (100.00%, 100.00%, 100.00%) with 25.00% transparency
        Animation - Change Demon Gate 0088 <gen>'s vertex coloring to (100.00%, 100.00%, 100.00%) with 25.00% transparency
        Animation - Change Demon Gate 0089 <gen>'s vertex coloring to (100.00%, 100.00%, 100.00%) with 25.00% transparency
        Animation - Change Demon Gate 0090 <gen>'s vertex coloring to (100.00%, 100.00%, 100.00%) with 25.00% transparency
        Animation - Change Converter (southeast facing) 0091 <gen>'s vertex coloring to (100.00%, 100.00%, 100.00%) with 30.00% transparency
        Animation - Change Converter (southwest facing) 0092 <gen>'s vertex coloring to (100.00%, 100.00%, 100.00%) with 30.00% transparency
        Set Temp_UGroup = (Units in West Cannon Area <gen> matching (((Matching unit) is A structure) Equal to False))
        Unit Group - Pick every unit in Temp_UGroup and do (Actions)
            Loop - Actions
                Unit - Make (Picked unit) face 0.00 over 0.00 seconds
                Unit - Pause (Picked unit)
                Unit - Make (Picked unit) Invulnerable
        Custom script:   call DestroyGroup(udg_Temp_UGroup)
        Set Temp_UGroup = (Units in East Cannon Area <gen> matching (((Matching unit) is A structure) Equal to False))
        Unit Group - Pick every unit in Temp_UGroup and do (Actions)
            Loop - Actions
                Unit - Make (Picked unit) face 180.00 over 0.00 seconds
                Unit - Pause (Picked unit)
                Unit - Make (Picked unit) Invulnerable
        Custom script:   call DestroyGroup(udg_Temp_UGroup)
        -------- Quest --------
        Quest - Create a Required quest titled Beginners' Informat... with the description Select a hero and f..., using icon path ReplaceableTextures\CommandButtons\BTNResStone.blp
        Quest - Create a Optional quest titled General with the description Thanks everyone at ..., using icon path ReplaceableTextures\CommandButtons\BTNArcaneVault.blp
        Quest - Create a Optional quest titled Models/Misc with the description Thank you...    Ill..., using icon path ReplaceableTextures\CommandButtons\BTNArcaneSanctum.blp
        -------- Spawns --------
        Player Group - Pick every player in (All players) and do (Actions)
            Loop - Actions
                Player - Turn Gives bounty On for (Picked player)
        Player Group - Pick every player in (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing))) and do (Unit - Create 1 Soul for (Picked player) at (Center of Temp Soul Spawn <gen>) facing Default building facing degrees)
        Player Group - Pick every player in (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing))) and do (Camera - Pan camera for (Picked player) to (Center of Temp Soul Spawn <gen>) over 0.00 seconds)
        -------- Variables --------
        Set RandomUnits = (Units in Random Units Group <gen>)
        Set Player_Colours[1] = |c00ff0303
        Set Player_Colours[2] = |c000042ff
        Set Player_Colours[3] = |c001ce6b9
        Set Player_Colours[4] = |c00540081
        Set Player_Colours[5] = |c00fffc01
        Set Player_Colours[6] = |c00feba0e
        Set Player_Colours[7] = |c0020c000
        Set Player_Colours[8] = |c00e55bb0
        Set Player_Colours[9] = |c00959697
        Set Player_Colours[10] = |c007ebff1
        Set Player_Colours[11] = |c00106246
        Set Player_Colours[12] = |c004e2a04
        Set Monsters[1] = Footman (Level 1)
        Set Monsters[2] = Ghoul (Level 2)
        Set Monsters[3] = Grunt (Level 3)
        Set Monsters[4] = Archer (Level 4)
        Set Monsters[5] = Satyr (Level 5)
        Set Monsters[6] = Giant Wolf (Level 6)
        Set Monsters[7] = Furbolg (Level 7)
        Set Monsters[8] = Dark Troll Berserker (Level 8)
        Set Monsters[9] = Enraged Wildkin
        Set Monsters[10] = Razormane Chieftain
        Set Monsters[11] = Berserk Wildkin
        Set Monsters[12] = Centaur Khan
        Set Monsters[13] = Pig
        Set Monsters[14] = Alchemist
        Set Monsters[15] = Beastmaster
        -------- Special Effects --------
        Special Effect - Create a special effect attached to the origin of Locust Circle of Power 0069 <gen> using Abilities\Spells\Other\Drain\DrainTarget.mdl
        Special Effect - Create a special effect attached to the origin of Locust Circle of Power 0070 <gen> using Abilities\Spells\Other\Drain\ManaDrainTarget.mdl
        Special Effect - Create a special effect attached to the origin of Locust Circle of Power 0074 <gen> using Abilities\Spells\Other\Drain\DrainTarget.mdl
        Special Effect - Create a special effect attached to the origin of Locust Circle of Power 0073 <gen> using Abilities\Spells\Other\Drain\ManaDrainTarget.mdl
        -------- Destroy Trigger --------
        Custom script:   call DestroyTrigger( GetTriggeringTrigger() )

Thanks...
 

vypur85

Hibernate
Reaction score
803
Code:
                Special Effect - Create a special effect attached to the origin of Locust Circle of Power 0069 <gen> using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
                Special Effect - Destroy (Last created special effect)
Did this special effect played successfully?

And you need to change the minimum movement height to zero and base ms to at least 1 (as suggested by DrinkSlurm).
 

l-hate_you

New Member
Reaction score
6
Try adding and removing crow form in the actual fly height trigger right before it changes the flying height. Also of course the movement speed thing, thats were ive been stuck up on before.
 

foodflare

You can change this now in User CP.
Reaction score
32
change 'Movement - Height' right above 'Movement - Height minimum'
and keep movement type as fly
 

Dois

New Member
Reaction score
1
thanks guys

it works now.

ive experimented abit and yes, it needs at least 1 movement speed and the minimum flying height matters...

also, it can use movement type - hover and the adding/removing of crow form can be left @ map initialization
 
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