Why doesn't my unit waypoint trigger work? Need help!

world23wc3

Member
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6
Okay, here is the three triggers i'm having some trouble with.
I'll try my best to give you a good explanation as I possibly can.

This is a trigger for my game Santas Arena(Currently in development).
This is how I want it to be: A unit(footman) begins with spawning in region "Force 1 unit spawn 1". The spawned unit gets ordered to attack move to the next region "Building 1 point 1". When the unit reaches the other region it's ordered to stop. After that it waits 5 seconds, after the 5 seconds have passed it gets ordered to the next region "Building 1 and 2 point 2".
Did you notice the problem(I haven't told you yet)? When the unit reaches region "Building 1 point 1" it doesn't stop moving. Instead it goes back to region "Force 1 unit spawn 1" and it gets stuck in a loop.
Do you know any solution?
I'd be grateful for any help I get!

Trigger:
  • Building 1 unit spawn
    • Events
      • Unit - A unit enters Force 1 unit spawn 1 <gen>
    • Conditions
      • (Unit-type of (Entering unit)) Equal to Footman
    • Actions
      • Unit - Order (Entering unit) to Attack-Move To (Center of Building 2 point 1 <gen>)


Trigger:
  • Building 1 point 1
    • Events
      • Unit - A unit enters Building 1 point 1 <gen>
    • Conditions
      • (Unit-type of (Entering unit)) Equal to Footman
    • Actions
      • Unit - Order (Entering unit) to Stop
      • Wait 5.00 seconds
      • Unit - Order (Entering unit) to Attack-Move To (Center of Building 1 and 2 point 2 <gen>)


Trigger:
  • Building 1 point 2
    • Events
      • Unit - A unit enters Building 1 and 2 point 2 <gen>
    • Conditions
      • (Unit-type of (Entering unit)) Equal to Footman
    • Actions
      • Unit - Order (Entering unit) to Stop
      • Unit - Order (Entering unit) to Attack-Move To (Center of Building 1 2 3 4 point 3 <gen>)

Thanks for taking your time!
 

Accname

2D-Graphics enthusiast
Reaction score
1,462
Many things to improve in these triggers:

Helpful Trigger to avoid memory leaks! (Very important to do it this way)
Trigger:
  • Unit Spawn Constant Variable Setup
    • Events
      • Map Initialization
    • Conditions
    • Actions
      • set Building_2_Point_1 = Center of Building 2 point 1 <gen>
      • set Building_1_and_2_Point_2 = Center of Building 1 and 2 point 2 <gen>
      • set Building_X_Point_3 = Center of Building 1 2 3 4 point 3 <gen>


Trigger 1).
Trigger:
  • Building 1 unit spawn
    • Events
      • Unit - A unit enters Force 1 unit spawn 1 <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Footman
      • (Custom Value of (Triggering Unit)) Equal to 0
    • Actions
      • AI - Ignore (Triggering unit)'s guard position
      • Unit - Set the custom value of (Triggering unit) to 1
      • Unit - Order (Triggering unit) to Attack-Move To Building_2_Point_1


Trigger 2).
Trigger:
  • Building 1 point 1
    • Events
      • Unit - A unit enters Building 1 point 1 <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Footman
      • (Custom Value of (Triggering Unit)) Equal to 1
    • Actions
      • Unit - Set the custom value of (Triggering unit) to 2
      • Unit - Order (Triggering unit) to Stop
      • Wait 5.00 seconds
      • Unit - Order (Triggering unit) to Attack-Move To Building_1_and_2_Point_2

Trigger:
  • Building 1 point 2
    • Events
      • Unit - A unit enters Building 1 and 2 point 2 <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Footman
      • (Custom Value of (Triggering Unit)) Equal to 2
    • Actions
      • Unit - Set the custom value of (Triggering unit) to 3
      • Unit - Order (Triggering unit) to Stop
      • Wait 5.00 seconds
      • Unit - Order (Triggering unit) to Attack-Move To Building_X_Point_3

So what did i change?
I removed the memory leaks in your triggers to increase performance i used global constant variables set at maps initialization instead of temporary point variables.
I changed the "Entering Unit" in every instance of your triggers to a "Triggering Unit" since the triggering unit is not lost after a wait while the "Entering Unit" will become "No Unit" once you have a wait inside your triggers.
I added a custom value system to determine whether a footman has already passed a waypoint or not, this way a footman will never be ordered the same move again because he mistakenly stepped into the wrong rectangle at the wrong time.
I also made the owning players AI ignore the footmans guard position, this is most likely the reason why your footman was returning to his spawn location instead of going on like you ordered him to do. If a player slot is set to be owned by a computer in the editor he will use his units even if no AI script has been activated there is a slight standard AI common to all units.
I also added a wait to the last trigger because without the wait the "stop" order wouldnt make any sense there.
 
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