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Detecting Rally Use

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Level 6
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Jul 29, 2011
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90
So I have a structure that has the artificial "Rally" ability found in the Abilities Editor instead of the regular, in-built Rally Point ability that a structure would normally have by default for being a structure that trains units (the structure in question doesn't train units).

The problem is that I can't seem to get a trigger to register the use of this ability. The ability itself works just fine. It's able to set the rally point. But I can't seem to figure out for the life of me what kind of Event parameters to use. I've tried A unit finishes casting an ability, A unit begins casting an ability, A unit starts the effect of an ability, A unit is issued an order targeting a point, and A unit is issued an order targeting an object, with the condition being Ability being cast equal to Rally. But nothing has worked, and I can't think of anything else to try. The only thing I want to do is to have the location of the target of the Rally ability get stored in a hashtable, but for now I just have a message display saying "This trigger is triggering", which is not appearing, and so I know that it's a problem with the Event/Conditions, but I can't figure it out. Help? T_T

Thanks again, you guys have been infinitely helpful thus far. <3
 
Level 6
Joined
Jul 29, 2011
Messages
90
Awesome! It totally worked. Thanks so much. I never would've figured that out in a million years. ^^

EDIT: Hmm. It would seem that it's only working if I left-click the Rally button. If I just right-click on a location to set the rally point, it doesn't work. Any idea what I can do about that?
 
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Level 23
Joined
Oct 20, 2012
Messages
3,075
AFAIR, using the rally point by right clicking will count as a 'smart' order. I think. :/

EDIT: Yes, it does count as smart order. I just tried it out.

  • Untitled Trigger 001
    • Events
      • Unit - A unit Is issued an order targeting a point
      • Unit - A unit Is issued an order targeting an object
    • Conditions
      • ((Ordered unit) is A structure) Equal to True
      • Or - Any (Conditions) are true
        • Conditions
          • (Issued order) Equal to (Order(smart))
          • (Issued order) Equal to (Order(setrally))
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Target unit of issued order) Equal to No unit
        • Then - Actions
          • Special Effect - Create a special effect at (Target point of issued order) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
        • Else - Actions
          • Unit - Kill (Target unit of issued order)
 
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