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Because none of us are as cruel as all of us.
- Reaction score
- 329
I move a unit (VillagerModel based off Paladin).
I'm in the process of making a turn based battle.
So first if a player's unit is attacked, then they get teleported to an arena.
Once the Villager model is moved however, it can't move. It still has its animations, but the buttons disappear. I can select it, it talks. But I can't issue it any orders. And it still gets attacked. It keeps its stats visible.
This is the trigger that moves it, and causes it to go dumb.:
Yes, it's for a Pokemon map.
Also, it worked fine until I used another system (well just a trigger) that had this action:
Custom script: call SetPlayerAbilityAvailable(udg_RBB_PlayerMove, 'Amov', false)
It's completely removed. And I believed it disabled the use of the "Move" ability for they player, but my other units can still move. Except "PokemonTrainer". I belive it also affects other player's PokemonTrainer. As they don't run away when attacked anymore.
I'm in the process of making a turn based battle.
So first if a player's unit is attacked, then they get teleported to an arena.
Once the Villager model is moved however, it can't move. It still has its animations, but the buttons disappear. I can select it, it talks. But I can't issue it any orders. And it still gets attacked. It keeps its stats visible.
This is the trigger that moves it, and causes it to go dumb.:
Yes, it's for a Pokemon map.
Trigger:
- FirstDuelWithGreen
- Events
- Unit - A unit Is issued an order targeting an object
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Triggering unit) Equal to Pokemon Trainer (Green NPC) 0029 <gen>
- (Target unit of issued order) Equal to PokemonTrainer[(Player number of (Owner of (Target unit of issued order)))]
- Q_GreenWantsDuel1[(Player number of (Owner of (Target unit of issued order)))] Equal to True
- Then - Actions
- Unit - Order (Triggering unit) to Stop
- -------- Save Trainer's Location --------
- Set B_TrainerLoc[(Player number of (Owner of (Target unit of issued order)))] = (Position of PokemonTrainer[(Player number of (Owner of (Target unit of issued order)))])
- -------- Cinematics --------
- Camera - Pan camera for (Player((Player number of (Owner of (Target unit of issued order))))) to (Center of B_Arena[(Player number of (Owner of (Target unit of issued order)))]) over 0.00 seconds
- Camera - Set the camera bounds for (Player((Player number of (Owner of (Target unit of issued order))))) to B_Arena[(Player number of (Owner of (Target unit of issued order)))]
- -------- Opponent Trainer --------
- Game - Display to (Player group((Owner of (Target unit of issued order)))) the text: |CFF01BF4DGame Mess...
- Unit - Create 1 Pokemon Trainer (Green NPC) for Player 12 (Brown) at (Center of B_Arena_Challenger[(Player number of (Owner of (Target unit of issued order)))]) facing 180.00 degrees
- Set B_Challenger[(Player number of (Owner of (Target unit of issued order)))] = (Last created unit)
- -------- Check for starting Pokemon --------
- -------- Opponent Pokemon --------
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- Bulbasaur Equal to Q_StarterPKMN[(Player number of (Owner of (Target unit of issued order)))]
- Then - Actions
- Unit - Create 1 Charmander for Player 11 (Dark Green) at (Center of B_Arena_ChallengerPKMN[(Player number of (Owner of (Target unit of issued order)))]) facing 180.00 degrees
- Set B_PKMNChallenger[(Player number of (Owner of (Target unit of issued order)))] = (Last created unit)
- Hero - Set (Last created unit) Hero-level to 5, Hide level-up graphics
- Game - Display to (Player group((Owner of (Target unit of issued order)))) the text: (|CFF01BF4DGame Message|r: Rival Green sent out + ((Name of B_PKMNChallenger[(Player number of (Owner of (Target unit of issued order)))]) + !))
- Else - Actions
- -------- Make for Charmander/Squirtle --------
- If - Conditions
- -------- Move Player --------
- Unit - Move PokemonTrainer[(Player number of (Owner of (Target unit of issued order)))] instantly to (Center of B_Arena_Challenged[(Player number of (Owner of (Target unit of issued order)))]), facing 0.00 degrees
- Set B_Challenged[(Player number of (Owner of (Target unit of issued order)))] = PokemonTrainer[(Player number of (Owner of (Target unit of issued order)))]
- -------- Move Player's Pokemon --------
- Unit - Move PKMN_Slot1[(Player number of (Owner of (Target unit of issued order)))] instantly to (Center of B_Arena_ChallengedPKMN[(Player number of (Owner of (Target unit of issued order)))]), facing 0.00 degrees
- Set B_PKMNChallenged[(Player number of (Owner of (Target unit of issued order)))] = (Last created unit)
- Game - Display to (Player group((Owner of (Target unit of issued order)))) the text: ((cc_players[(Player number of (Owner of (Target unit of issued order)))] + (Name of (Owner of (Target unit of issued order)))) + (|r: Go + ((Name of B_PKMNChallenged[(Player number of (Owner of (Target unit of issued order)))]) + !)))
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Also, it worked fine until I used another system (well just a trigger) that had this action:
Custom script: call SetPlayerAbilityAvailable(udg_RBB_PlayerMove, 'Amov', false)
It's completely removed. And I believed it disabled the use of the "Move" ability for they player, but my other units can still move. Except "PokemonTrainer". I belive it also affects other player's PokemonTrainer. As they don't run away when attacked anymore.