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How to make a mass ike chf

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Level 2
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Nov 6, 2011
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Yeah give us more information, no one will answer because there isn't any information at all, no one will understand what you want exactly..
 
Level 37
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  • Untitled Trigger 010
    • Events
      • Player - Player 1 (Red) skips a cinematic sequence
    • Conditions
    • Actions
      • Custom script: set bj_wantDestroyGroup = true
      • Set point = (Center of (Playable map area))
      • Unit Group - Pick every unit in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Footman))) and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To point
      • Custom script: call RemoveLocation(udg_point)
 
Level 4
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Oct 31, 2010
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First of all the Trig doesnt work and second of all the last trigger doesnt work. And also you added a extra thing at the start the skip cinematic sequence. Does it matter if you dont have matching unis alive equal to true? i just only have unit-type equal to footmen?
 
Level 14
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Apr 20, 2009
Messages
1,543
First of all the Trig doesnt work and second of all the last trigger doesnt work. And also you added a extra thing at the start the skip cinematic sequence. Does it matter if you dont have matching unis alive equal to true? i just only have unit-type equal to footmen?

This trigger works when you press escape, the units will walk to the middle of the map.
Basically: it picks all the units in the map and checks if they are alive. if they are they will walk to the middle of the map.

If you want to learn more about triggers I suggest to take a look in this forum:
http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-279/
 
Level 14
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1,543
But why do you have to press escape?? And does it matter if i didnt put down check if matching unit is alive?

The trigger gets fired by an event, the event is:
Player - Player 1 (Red) skips a cinematic sequence

Which basically means: whenever player 1 presses escape do the following actions.

It won't make such a big difference if the matching unit is alive or not. Dead units don't move anyways... If you make it so that the matching unit type equals footman this will be working for all the units which type is footman ofcourse..
 
Level 4
Joined
Oct 31, 2010
Messages
34
Nah it didnt work at the start i pressed on the esc button but the footmen just stay there ....

Mass
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Custom script: set bj_wantDestroyGroup = true
Set Position = (Center of (Playable map area))
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Footman)) and do (Actions)
Loop - Actions
Unit - Order (Picked unit) to Attack-Move To Position
This is what i made check it please
 
Last edited by a moderator:
Level 14
Joined
Apr 20, 2009
Messages
1,543
Nah it didnt work at the start i pressed on the esc button but the footmen just stay there ....

Paste your trigger here please, right click the name of your trigger inside your trigger, copy as text and paste it in a reply between trigger tags.

EDIT: hmm that's really odd since it should work, would you mind changing the event to: elapsed game time?

make it 5 seconds or so.

Also: make sure that there are indeed footmans inside your map :p If that doesn't work, would you mind uploading the map in your pastebin so that we can have a look and fix it?
 
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