So I have two triggers that use Issue Unit Order Targeting a Unit.
The first is when casting an ability:
However, I have another version for a trigger that is simply run and checks for an integer condition:
Interestingly, for some reason it seems to run back to its starting position rather than the set region.
I have checked all areas I could think of if anything external is causing this trigger to fail, but i cannot see it.
I will upload the map if need be, but can anyone see any issue that I cant?
The first is when casting an ability:
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AttackAbility
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Events
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Unit - A unit Begins casting an ability
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Conditions
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(Ability being cast) Equal to Attack
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Actions
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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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Then - Actions
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Cinematic - Clear the screen of text messages for (All players)
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Quest - Display to (All players) the Quest Update message: ((Marhand + Attacks ) + (Name of EnemyUnit[1]))
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Unit - Set PlayerUnit movement speed to 522.00
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Unit - Order PlayerUnit to Attack Once EnemyUnit[1]
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Wait ((Distance between (Position of PlayerUnit) and (Position of EnemyUnit[1])) / (Current movement speed of PlayerUnit)) seconds
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Floating Text - Create floating text that reads ((String((Base Damage of (Triggering unit) for weapon index 0))) + damage!) above EnemyUnit[1] with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Change (Last created floating text): Disable permanence
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Wait 1.00 seconds
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Unit - Order PlayerUnit to Attack Ground templocAttack[7]
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Wait ((Distance between (Position of PlayerUnit) and (Position of EnemyUnit[1])) / (Current movement speed of PlayerUnit)) seconds
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Wait 1.00 seconds
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Unit - Make PlayerUnit face templocAttack[6] over 0.00 seconds
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Unit - Set PlayerUnit movement speed to (Default movement speed of PlayerUnit)
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Floating Text - Destroy (Last created floating text)
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Trigger - Run RoundSystem <gen> (checking conditions)
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Else - Actions
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However, I have another version for a trigger that is simply run and checks for an integer condition:
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GuardAI
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Events
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Conditions
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Actions
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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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AIAction Equal to 1
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Then - Actions
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Cinematic - Clear the screen of text messages for (All players)
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Quest - Display to (All players) the Quest Update message: (((Name of EnemyUnit[1]) + Attacks ) + Marhand)
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Unit - Set EnemyUnit[1] movement speed to 522.00
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Unit - Order EnemyUnit[1] to Attack Once PlayerUnit
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Wait ((Distance between (Position of PlayerUnit) and (Position of EnemyUnit[1])) / (Current movement speed of EnemyUnit[1])) seconds
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Floating Text - Create floating text that reads ((String((Base Damage of EnemyUnit[1] for weapon index 0))) + damage!) above PlayerUnit with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
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Floating Text - Change (Last created floating text): Disable permanence
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Wait 2.00 seconds
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Unit - Order EnemyUnit[1] to Move To templocAttack[6]
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Wait ((Distance between (Position of PlayerUnit) and (Position of EnemyUnit[1])) / (Current movement speed of EnemyUnit[1])) seconds
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Wait 1.00 seconds
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Unit - Set EnemyUnit[1] movement speed to (Default movement speed of EnemyUnit[1])
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Unit - Make EnemyUnit[1] face templocAttack[7] over 0.00 seconds
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Floating Text - Destroy (Last created floating text)
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Trigger - Run RoundSystem <gen> (checking conditions)
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Else - Actions
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Interestingly, for some reason it seems to run back to its starting position rather than the set region.
I have checked all areas I could think of if anything external is causing this trigger to fail, but i cannot see it.
I will upload the map if need be, but can anyone see any issue that I cant?