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Building capturing system

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Level 6
Joined
Apr 5, 2013
Messages
154
So, I have this trigger that whenever a building is destroyed, it creates a copy of that unit for the unit that destroyed it. I have just one problem, the building moves after being created again? Heres the trigger
  • BUILDING CAP
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) is A structure) Equal to True
      • (Unit-type of (Triggering unit)) Not equal to Ancient Ruins
      • ((Triggering unit) belongs to an ally of (Owner of (Killing unit))) Not equal to True
    • Actions
      • Unit - Remove (Triggering unit) from the game
      • Unit - Create 1 (Unit-type of (Triggering unit)) for (Owner of (Killing unit)) at (Position of (Triggering unit)) facing Default building facing degrees
      • Unit - Set life of (Last created unit) to 25.00%
      • Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Other\Levelup\LevelupCaster.mdl
      • Special Effect - Destroy (Last created special effect)
 
Level 13
Joined
Mar 24, 2013
Messages
1,105
Ah, you're right. For it to work you'd have to give the unit movement by default and then remove it after you've moved it.

But in any case, you'd probably just pick everything around the destroyed structure. Hide them. Create the building. Unhide everything that was just hidden.
 
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