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[Trigger] Help me in a basic trigger.

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Level 4
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Mar 30, 2013
Messages
69
Hello hive again need your help.

I need a trigger to order units (neutral passive "skink") move to a certain region when leaving a region where he was.

I mean, I want the neutral passive unit "skink" back to the island when you exit it. I have this for now, please do not laugh at me, not a lot of triggers XD!


PS: a trigger to send a single unit for cream region, but yet what I want to know is a trigger to send to all units in general (neutral passive "skink") for cream region is done.
 

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Level 4
Joined
Mar 30, 2013
Messages
69
Please use trigger tags when posting triggers. Do not use pics.

It would help if you explain more clearly. It is hard to understand what you are trying to accomplish.

I have a system called return to position system. That may be what you are looking for. Link is in my sig.

Your tutorial does not help, because in order to move your tutorial to a specific unit, and what I want is that all "snink" neutral passive units comply with the orders.

ie in your tutorial instructs 007 peasant and what I want is that all neutral passive units snink the lizards abide the orders to return to a region and not just cream one for example: 007 skink. :goblin_cry:
 
Level 15
Joined
Oct 29, 2012
Messages
1,474
This will work for any unit of type 'Skink' that leaves the region.
  • Events
    • Unit - A Unit leaves 'Island' -gen-
  • Conditions
    • ( Unit-Type of (Triggering Unit)) Equal to 'Skink' == This is a unit type comparison
  • Actions
    • Set Island_TempPoint = (Center of (Island -gen-)) == You should create variable first
    • Unit - Order (Triggering Unit) to 'Move to' Island_TempPoint
    • Custom script: call RemoveLocation(udg_Island_TempPoint) == To remove lag reasons
Tell me if there is any problem,

Adios !
 
Level 4
Joined
Mar 30, 2013
Messages
69
This will work for any unit of type 'Skink' that leaves the region.
  • Events
    • Unit - A Unit leaves 'Island' -gen-
  • Conditions
    • ( Unit-Type of (Triggering Unit)) Equal to 'Skink' == This is a unit type comparison
  • Actions
    • Set Island_TempPoint = (Center of (Island -gen-)) == You should create variable first
    • Unit - Order (Triggering Unit) to 'Move to' Island_TempPoint
    • Custom script: call RemoveLocation(udg_Island_TempPoint) == To remove lag reasons
Tell me if there is any problem,

Adios !


Thanks jonhysone, Adios. hehe :D
 
Level 4
Joined
Mar 30, 2013
Messages
69
I worked perfectly with the "skink" drive, but I wanted to place other units on the trigger and then not work, as I do, I think another trigger separately for each unit?

  • dont leave
    • Events
      • Unit - A unit leaves Playa <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Skink
      • (Unit-type of (Triggering unit)) Equal to Hermit Crab
      • (Unit-type of (Triggering unit)) Equal to Albatross
      • (Unit-type of (Triggering unit)) Equal to Crab
    • Actions
      • Set Playa_TempPoint = (Random point in Playa entrar <gen>)
      • Unit - Order (Triggering unit) to Move To Playa_TempPoint
      • Custom script: call RemoveLocation(udg_Playa_TempPoint)
 
Level 25
Joined
May 11, 2007
Messages
4,650
Add the OR condition to the conditions and add the other conditions into it.

Because right now it's checking when a unit leaves the island if that unit is A Skink that is a Hermit Crab that is an Albatross that is a crab. Which never happens.
 
Level 4
Joined
Mar 30, 2013
Messages
69
work´s

  • dont leave
    • Events
      • Unit - A unit leaves Playa <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Crab
    • Actions
      • Set Playa_TempPoint = (Random point in Playa entrar <gen>)
      • Unit - Order (Triggering unit) to Move To Playa_TempPoint
      • Custom script: call RemoveLocation(udg_Playa_TempPoint)

don't work :goblin_cry:

  • dont leave
    • Events
      • Unit - A unit leaves Playa <gen>
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Crab
      • (Unit-type of (Triggering unit)) Equal to Albatross
    • Actions
      • Set Playa_TempPoint = (Random point in Playa entrar <gen>)
      • Unit - Order (Triggering unit) to Move To Playa_TempPoint
      • Custom script: call RemoveLocation(udg_Playa_TempPoint)
please, Cake, create an one trigger and post here plis :wink:
 
Level 4
Joined
Mar 30, 2013
Messages
69
Works! Thanks guys !

  • dont leave
    • Events
      • Unit - A unit leaves Playa <gen>
    • Conditions
      • ((((Unit-type of (Triggering unit)) Equal to Albatross) or ((Unit-type of (Triggering unit)) Equal to Crab)) or ((Unit-type of (Triggering unit)) Equal to Hermit Crab)) or ((Unit-type of (Triggering unit)) Equal to Skink)
    • Actions
      • Set Playa_TempPoint = (Random point in Playa entrar <gen>)
      • Unit - Order (Triggering unit) to Move To Playa_TempPoint
      • Custom script: call RemoveLocation(udg_Playa_TempPoint)
and sorry for all this trouble, but I live in Venezuela and my born language is Spanish, but yet when I fall in love with "world edit" ever he should leave or by any obstacle, every day I learn more and grateful I am for this website, and all helpers as you guys, thanks. :as:
 
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