- Joined
- Oct 10, 2009
- Messages
- 438
Ohai! First of all, I would love some help in converting this trigger (See below) So it uses the jass command [Move x Y] (I think thats the command) Basically, at the moment, this trigger intterrupts any animations and orders the unit was using, And I do not want it to be so.
<3 if you help
<3 if you help
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Loop
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Events
- Time - Every 0.03 seconds of game time
- Conditions
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Actions
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Unit Group - Pick every unit in KB_Move and do (Actions)
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Loop - Actions
- Set KB_Active = True
- Set MovementDistance = ((Load (Key Distance) of (Key (Picked unit)) from Hastable) + 1.00)
- Set MovementTime = (Load (Key Duration) of (Key (Picked unit)) from (Last created hashtable))
- Set MovementNow = (10.00 x MovementTime)
- Set MovementAngle = (Load (Key Angle) of (Key (Picked unit)) from Hastable)
- Set Point[0] = (Position of (Picked unit))
- Set Point[1] = (Point[0] offset by MovementNow towards MovementAngle degrees)
- Unit - Move (Picked unit) instantly to Point[1]
- Set MovementTime = (MovementTime - 0.03)
- Hashtable - Save MovementTime as (Key Duration) of (Key (Picked unit)) in Hastable
- Set MovementTime = (MovementDistance - MovementNow)
- Hashtable - Save MovementTime as (Key Distance) of (Key (Picked unit)) in Hastable
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- MovementTime Less than or equal to 0.10
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Then - Actions
- Unit Group - Remove (Picked unit) from KB_Move
- Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Hastable
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation(udg_Point[1])
- Custom script: call RemoveLocation(udg_Point[0])
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- KB_Active Equal to False
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Then - Actions
- Trigger - Turn off (This trigger)
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Else - Actions
- Set KB_Active = False
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If - Conditions
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Unit Group - Pick every unit in KB_Move and do (Actions)
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Events