- Joined
- May 21, 2014
- Messages
- 580
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Pet Always Follow
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Events
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Player - Player 1 (Red) Selects a unit
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Player - Player 2 (Blue) Selects a unit
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Player - Player 3 (Teal) Selects a unit
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Player - Player 4 (Purple) Selects a unit
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Conditions
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((Triggering unit) is in TranscendentMainUnits) Equal to True
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(Owner of (Triggering unit)) Equal to (Triggering player)
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Actions
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Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is in TranscendentPetUnits) Equal to True)) and do (Actions)
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Loop - Actions
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Set MainPosUnit = (Position of (Triggering unit))
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Set PetPosUnit = (Position of (Picked unit))
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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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(Distance between MainPosUnit and PetPosUnit) Greater than 300.00
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Then - Actions
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Unit - Move (Picked unit) instantly to MainPosUnit
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Else - Actions
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Unit - Order (Picked unit) to Follow (Triggering unit)
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Custom script: call RemoveLocation (udg_MainPosUnit)
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Custom script: set udg_MainPosUnit = null
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Custom script: call RemoveLocation (udg_PetPosUnit)
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Custom script: set udg_PetPosUnit = null
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I would like know if the players started to spam click like heck if they got bored, will the trigger cause something like... Hm... Like they will be ran twice?
Or are triggers always run in queues? If they run in queues, then there is no reason now to observe the trigger I have.
