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[Trigger] Help with siege tower ..thing :)?

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Level 17
Joined
Jun 28, 2008
Messages
776
Set a region next to the tower and a region on the cliff. Then use :

  • Move
    • Events
      • Unit - A unit enters (Your region near the tower)
    • Conditions
      • Your condition
    • Actions
      • Unit - Move (Entering unit) instantly to ((Region at clif)) offset by 200 towards 0.00 degrees)
Let the degrees be north of the cliff region so that you can create a return trigger that wont go into a repeating loop.
 
Level 4
Joined
Oct 15, 2008
Messages
83
Set a region next to the tower and a region on the cliff. Then use :

  • Move
    • Events
      • Unit - A unit enters (Your region near the tower)
    • Conditions
      • Your condition
    • Actions
      • Unit - Move (Entering unit) instantly to ((Region at clif)) offset by 200 towards 0.00 degrees)
Let the degrees be north of the cliff region so that you can create a return trigger that wont go into a repeating loop.



Will give both a try, the hard thing with this is to get the animation that opens the siege unit and makes it unmovable
 
Level 4
Joined
Oct 15, 2008
Messages
83
When i think of it , this isnt even close to my problem.
My problem is that i want a siege units that can use some sort of trigger system that makes it able to move units up 2 cliff levels when standing still in some sort of animation when its open.

This is a little more advanced becuse it should be able to have open more units than 1..... :eekani: ...+ rep is guaranteed for the one solving this problem in an effective way.
 
Level 4
Joined
Oct 15, 2008
Messages
83
Give it the load, unload ability and that other that it can carry troops and then change the range of unload to 300, +rep if i helped you

Didnt saw this post at first but this is the most simple and effective answer. Ill just add a animation to *units cast spell* wich is the unloading spell, thanks dude REP + :grin:!

This wasnt a trigger solution except with the part of the animation, god i love blizzard :thumbs_up:
 
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