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Friend made this for me, small problem

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  • AutoFollow
    • Events
      • Unit - Any Unit construction progress is Completed
    • Local Variables
      • Constructor = (Empty unit group) <Unit Group>
      • Constructed = (Empty unit group) <Unit Group>
    • Conditions
    • Actions
      • General - If (Conditions) then do (Actions) else do (Actions)
        • If
          • Or
            • Conditions
              • (Unit type of (Triggering progress unit)) == Battlecruiser
              • (Unit type of (Triggering progress unit)) == Frigate
              • (Unit type of (Triggering progress unit)) == Cruiser
              • (Unit type of (Triggering progress unit)) == Wraith
              • (Unit type of (Triggering progress unit)) == Colony Ship
        • Then
          • Unit Group - Add (Triggering unit) to Constructor
          • Unit Group - Add (Triggering progress unit) to Constructed
          • Unit Group - Pick each unit in Constructed and do (Actions)
            • Actions
              • Unit - Order (Picked unit) to ( Move targeting (Unit 1 from Constructor)) (Replace Existing Orders)
              • Unit Group - Remove (Triggering unit) from Constructed
              • Unit Group - Remove (Triggering unit) from Constructor
        • Else
This trigger is suppose to make a unit auto follow "the" unit that it was constructed by. So, for reason, does not work. lol

Heres another trigger friend made and also does not work.


  • Ability used
    • Events
      • Unit - Any Unit uses Colonize Planet at Generic6 - Complete stage (Ignore shared abilities)
    • Local Variables
    • Conditions
    • Actions
      • General - If (Conditions) then do (Actions) else do (Actions)
        • If
          • Or
            • Conditions
              • (Unit type of (Triggering ability target unit)) == PlanetM - Minerals - 5every 20sec
              • (Unit type of (Triggering ability target unit)) == PlanetML - Metal - 2every 12sec
              • (Unit type of (Triggering ability target unit)) == PlanetC - Crystal - 2every 15sec
              • (Unit type of (Triggering ability target unit)) == PlanetG - Gas - 5every 12sec
              • (Unit type of (Triggering ability target unit)) == PlanetH Homeworld
        • Then
          • Unit - Change ownership of (Triggering ability target unit) to player (Owner of (Triggering unit)) and Change Color
        • Else
This trigger is suppose to change ownership of targeted unit after using an ability that colonizing a planet. Using a "instant - target" ability.
 
Level 5
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Messages
141
For the planet, why not use Mind Control? I think it could work.
Try changing Generic6 to Generic1. It may work

I think Triggering Progress Unit is the one that grabs the one that trained the unit, not the unit that was just trained.
 
Level 3
Joined
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Messages
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For the planet, why not use Mind Control? I think it could work.

I think Triggering Progress Unit is the one that grabs the one that trained the unit, not the unit that was just trained.

I am at the moment using "Mind control" ability but problem is, when used on target, the Unit is not fully under my control as "owner" for example.

I used mind control ability on planet to colonize it and I have 10/10 supplie.

Well, with the new colonized planet I am able to build a colony ship that cost 10 supply and go above the limit of supply because the mind controlled planet is not bound to full ownership.

Now if there is a fix to this ability problem i am all ears. lol
 
For the planet, why not use Mind Control? I think it could work.
Try changing Generic6 to Generic1. It may work

I think Triggering Progress Unit is the one that grabs the one that trained the unit, not the unit that was just trained.

Shit he's right.
Triggering unit is the one being produced and the other is the ladder.
Try switching that.
Wups =D
 
Level 3
Joined
Apr 7, 2012
Messages
25
  • AutoFollow
    • Events
      • Unit - Any Unit construction progress is Completed
    • Local Variables
      • Constructor = (Empty unit group) <Unit Group>
      • Constructed = (Empty unit group) <Unit Group>
    • Conditions
    • Actions
      • General - If (Conditions) then do (Actions) else do (Actions)
        • If
          • Or
            • Conditions
              • (Unit type of (Triggering unit)) == Battlecruiser
              • (Unit type of (Triggering unit)) == Frigate
              • (Unit type of (Triggering unit)) == Cruiser
              • (Unit type of (Triggering unit)) == Wraith
              • (Unit type of (Triggering unit)) == Colony Ship
        • Then
          • Unit Group - Add (Triggering unit) to Constructor
          • Unit Group - Add (Triggering unit) to Constructed
          • Unit Group - Pick each unit in Constructed and do (Actions)
            • Actions
              • Unit - Order (Picked unit) to ( Move targeting (Unit 1 from Constructor)) (Replace Existing Orders)
              • Unit Group - Remove (Triggering unit) from Constructed
              • Unit Group - Remove (Triggering unit) from Constructor
        • Else
Still not working for the auto follow =(

Find which parts of the triggers are not functioning by making them print debug text at various stages.

could you explain how to do this?

7 hours and counting.
 
Last edited by a moderator:

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,259
7 hours and counting.
I have to sleep at some stage. I am not some automaton.

could you explain how to do this?
Well a good start is to make the trigger display a message after the event fires before any other actions are run to check the event is firing when desired. Another good place to place one is after every conditional check to see the outcome. Finally place one before the main action to see if the script even executes that far.

Any method of displaying text will do for this as long as it displays to you in game.

You are aware also that you are ordering them to "Move" to the unit? As far as I am aware the only orders for follow are Patrol and StarCraft II's equivalent to the smart order from WarCraft III (right click).

Also what you are doing will mess up any rally flags which may annoy people.
 
Level 3
Joined
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Messages
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Dr Super Good;2136589]I have to sleep at some stage. I am not some automaton.

Yeah, no sleeping is allowed, sorry not for starcraft 2. Lol, *joke* =)

Also what you are doing will mess up any rally flags which may annoy people.

You cannot rally in this map and if you did, it would be hard to maintain the location of units due to the solar system is "always moving, aka orbiting the sun" so rally would be not a good idea.

This is why I need auto follow targeted constructor.

AutoFollow
  • Events
    • Unit - Any Unit construction progress is Completed
    • Local Variables
      • Constructor = (Empty unit group) <Unit Group>
      • Constructed = (Empty unit group) <Unit Group>
    • Conditions
      • (Owner of (Triggering progress unit)) <= 1
    • Actions
      • General - If (Conditions) then do (Actions) else do (Actions)
        • If
          • Or
            • Conditions
              • (Unit type of (Triggering unit)) == Battlecruiser
              • (Unit type of (Triggering unit)) == Frigate
              • (Unit type of (Triggering unit)) == Cruiser
              • (Unit type of (Triggering unit)) == Wraith
              • (Unit type of (Triggering unit)) == Colony Ship
        • Then
        • Else
          • Unit Group - Add (Triggering progress unit) to Constructor
          • UI - Display "Added to Constructor" for (All players) to Subtitle area
          • Unit Group - Add (Triggering unit) to Constructed
          • UI - Display "Added to Constructed" for (All players) to Subtitle area
          • Unit Group - Pick each unit in Constructed and do (Actions)
            • Actions
              • Unit Group - Order (Picked unit) to ( Scan Move targeting PlanetH Homeworld [151.25, 67.52]) (Replace Existing Orders)
              • UI - Display "Targeted World" for (All players) to Subtitle area
I find this whole trigger just garbage. No offence but its simply does not work and if it does, please feel free to make an example map and send it to me because this crap I have been trying to get or work for 2 or 3 days now and nothin, nothing works.

I'd say if no one has an answer and or example, I guess just close this thred its pointless continuing something that does not work. Hell I posted this up on sc2mapster.com and NONE replies. No brainers over there...


Thanks for the help but I guess this trigger has everyone beaten.
 
Last edited by a moderator:

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,259
I will try and say it again...

Are you really sure move works like you think it does? I am sure you are after ordering the unit to patrol the other unit or to smart the other unit as move has nothing to do with following.

The lack of rally flags and continuous rotation of the solar system will probably ruin playability, consider turning it off unless you adapt it so that the ships orbit as well as the rally flags.

Giving us the map to try and fix it might also help.
 
Level 3
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Messages
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I'd be happy to give you the map what was that special link again to upload

never mind, I checked the private messages, link still there
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,259
Ok the problem is solved, although this method is really ugly...

I still think doing something with rally points would have been better. For example if the rally point targeted a unit it would follow that unit (like a planet) but if the rally point targeted some ground it would go to the ground. No rally point could be like it targeting itself.
 
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