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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 Jump
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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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(Terrain pathing at (Target point of ability being cast) of type Walkability is off) Equal to True
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Then - Actions
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Unit - Order (Casting unit) to Stop
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Else - Actions
Ok this is what I did, and solved another problem I was having (Didn't want people making jumps into water and such) so thanks for that, however I think I need a different if/then/else to fix the main issue.
Let's say I have 5 squared areas sectioned off in a map using thin (lets assume for space sake they need to be thin) lines of the terrain "boundary".
1-4 in each corner, and 5 in the center, which I will also refer to as HQ.
If I have a mission in mind for each numbered corner, and they are in a chronological order, I can't have people hopping from 1 to any other number, I can't let them jump over the boundary into playable space they shouldn't be allowed to access yet. Or to jump from HQ to any of the other areas they aren't supposed to have been dispatched to. Or to jump back to HQ to heal and jump into play zone again. I need to prevent this from happening.
I was thinking maybe something along the lines of "If player casts jump in region to another region, stop"
but I'm not sure.
And as far as the trigger as it is now, is it sloppy, is the "not walkable point" going to cause a leak, and will the trigger still prevent jumping if two or three people at a time attempt it?
Thanks a lot btw