• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Issue Order

Status
Not open for further replies.
Level 11
Joined
Mar 31, 2009
Messages
732
I use the trigger "Issue order targetting a point" to tell a unit to move to a point.
I do this for a group of units. The first unit will move to the point, the rest will move to the point, see theres no room, then turn around and walk back to where it spawned!
Why does it do this?

  • Give unit to blue
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Entering unit)) Equal to Footman
        • Then - Actions
          • Unit - Change ownership of (Entering unit) to Player 2 (Blue) and Change color
          • Unit - Order (Entering unit) to Move To (Center of Forces Standby <gen>)
        • Else - Actions
 
Go to Gameplay Constants and set "Creep - Guard Distance", "Creep - Guard Return Distance" and "Creep - Guard Return Time (sec)" to 99999.
Set your trigger as this:
  • Trigger
  • Events
    • Unit - A unit enters (Playable Map Area)
  • Conditions
    • (Unit-type of (Triggering unit)) Equal to Footman
  • Actions
    • Set Point1 = (Center of Forces Standby <gen>)
    • Unit - Change ownership of (Triggering unit) to Player 2 (Blue) and Change color
    • Custom script: call RemoveLocation (udg_Point1)
 
Level 3
Joined
May 26, 2009
Messages
34
there's an action:

  • test
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
    • Actions
      • AI - Ignore (Entering unit)'s guard position
and
  • test
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • AI - Ignore the guard positions of all (Picked player) units
This should work, if the owning player of the spawned units is a computer...
 
Status
Not open for further replies.
Top