- Joined
- Aug 31, 2005
- Messages
- 823
Im currently working on a new "boardgame" style of map. However, my only problem is I cannot get the units to move the spaces they need to. I have created a series of regions for the units to move, however the units wont advance. Can anyone help me?
Heres a copy of the trigger I have, perhaps there's something wrong with it? There is no event because the trigger is started via run trigger (checking conditions).
SART GAME TRIGGER
Conditions
(Player 1 (Red) slot status) Equal to Is playing
Actions
Game - Display to (All players) the text: ((Name of Player 1 (Red)) + will go first!)
Floating Text - Create floating text that reads 10 above Players[1] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set Dice_Roll = (Last created floating text)
Trigger - Turn on Random Numbers <gen>
Trigger - Turn on Stop Dice <gen>
Unit - Unpause Players[1]
Wait 3.00 seconds
Unit - Order Players[1] to Move To (Center of Blue 1 <gen>)
Ill also paste the other two triggers.
Random Numbers (This trigger is just used to simulate a dice roll but I believe it may be part of the glitch)
Events
Time - Every 0.10 seconds of game time
Actions
Floating Text - Change text of Dice_Roll to (String((Random integer number between 1 and 10))) using font size 10.00
STOP DICE
Actions
Wait 3.00 seconds
Trigger - Turn off Random Numbers <gen>
Set Dice_integer = 5
Floating Text - Change text of Dice_Roll to (String(Dice_integer)) using font size 10.00
Wait 1.00 seconds
Floating Text - Change text of Dice_Roll to (String(Dice_integer)) using font size 12.00
Anyway if you think you can help me or if you have another way to make a player move spaces in a "dice roll" style please feel free to post.
Heres a copy of the trigger I have, perhaps there's something wrong with it? There is no event because the trigger is started via run trigger (checking conditions).
SART GAME TRIGGER
Conditions
(Player 1 (Red) slot status) Equal to Is playing
Actions
Game - Display to (All players) the text: ((Name of Player 1 (Red)) + will go first!)
Floating Text - Create floating text that reads 10 above Players[1] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set Dice_Roll = (Last created floating text)
Trigger - Turn on Random Numbers <gen>
Trigger - Turn on Stop Dice <gen>
Unit - Unpause Players[1]
Wait 3.00 seconds
Unit - Order Players[1] to Move To (Center of Blue 1 <gen>)
Ill also paste the other two triggers.
Random Numbers (This trigger is just used to simulate a dice roll but I believe it may be part of the glitch)
Events
Time - Every 0.10 seconds of game time
Actions
Floating Text - Change text of Dice_Roll to (String((Random integer number between 1 and 10))) using font size 10.00
STOP DICE
Actions
Wait 3.00 seconds
Trigger - Turn off Random Numbers <gen>
Set Dice_integer = 5
Floating Text - Change text of Dice_Roll to (String(Dice_integer)) using font size 10.00
Wait 1.00 seconds
Floating Text - Change text of Dice_Roll to (String(Dice_integer)) using font size 12.00
Anyway if you think you can help me or if you have another way to make a player move spaces in a "dice roll" style please feel free to post.