- Joined
- Jul 6, 2012
- Messages
- 66
Current conditions I use
Problem: It fails to detect rooted night elf ancients. All ancients have movement enabled ("foot"), and have movement speed set (40), so they meet my current conditions. But I don't want them to, since rooted ancients cannot move.
So is there a third condition to check whether a unit is able to move? Like do rooted ancients have some special status or something which could be checked for?
Workarounds I want to avoid:
1. Using any checks requiring a new trigger (e.g. detect ancients using the root ability)
2. Add a unit type check for every ancient
3. Changing any values in the object editor (no setting ms to 0, or disabling movement)
Edit: I might have posted in the wrong section.
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Current movement speed of (Triggering unit)) Greater than 0.00
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(Level of AMov for (Triggering unit)) Greater than 0
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Then - Actions
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stuff
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Else - Actions
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other stuff
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Problem: It fails to detect rooted night elf ancients. All ancients have movement enabled ("foot"), and have movement speed set (40), so they meet my current conditions. But I don't want them to, since rooted ancients cannot move.
So is there a third condition to check whether a unit is able to move? Like do rooted ancients have some special status or something which could be checked for?
Workarounds I want to avoid:
1. Using any checks requiring a new trigger (e.g. detect ancients using the root ability)
2. Add a unit type check for every ancient
3. Changing any values in the object editor (no setting ms to 0, or disabling movement)
Edit: I might have posted in the wrong section.