Wratox1
Member
- Reaction score
- 22
? i fixed it, so i was back where i started, i needed a way to set sticky_eye_hero to "no unit", but i fixed it now, and i didnt need to use your call RemoveUnit(udg_Temp_Unit), i just had the wrong event in my remove trigger thanks for the halp anyway! +rep for helping me into the right direction
Edit: here are my triggers:
Edit: here are my triggers:
Trigger:
- sticky eye init
- Events
- Unit - A unit enters (Playable map area)
- Conditions
- Actions
- Set sticky_eye = (Triggering unit)
- Trigger - Add to sticky eye <gen> the event (Unit - A unit comes within 80.00 of sticky_eye)
- Events
Trigger:
- sticky eye
- Events
- Conditions
- ((Triggering unit) is A Hero) Equal to True
- Actions
- Set sticky_eye_hero = (Triggering unit)
- Trigger - Turn on sticky eye move <gen>
Trigger:
- sticky eye move
- Events
- Time - Every 0.02 seconds of game time
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- sticky_eye Equal to No unit
- Then - Actions
- Set sticky_eye_hero = No unit
- Trigger - Turn off (This trigger)
- Else - Actions
- Unit - Turn collision for sticky_eye Off
- Set sticky_eye_point = (Position of sticky_eye_hero)
- Unit - Move sticky_eye instantly to sticky_eye_point
- Custom script: call RemoveLocation(udg_sticky_eye_point)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- sticky eye remove
- Events
- Unit - A unit Dies
- Conditions
- (Unit-type of (Triggering unit)) Equal to Sticky Eye
- Actions
- Set sticky_eye = No unit
- Set sticky_eye_hero = No unit
- Events