- Joined
- Jul 25, 2009
- Messages
- 3,087
Locust units don't seem to accept move orders, even after they've been changed with Chaos... So when a unit spawns in my group system, the leader wanders to the rally-point completely alone and the other squad members don't follow, any ideas on a fix.
Train trigger.
Train trigger.
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Group Train units
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Events
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Unit - A unit Finishes training a unit
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Conditions
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Actions
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Set GNumber = (GNumber + 1)
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Set GLeader[GNumber] = (Trained unit)
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Unit - Add GLeader to GLeader[GNumber]
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Unit - Set the custom value of GLeader[GNumber] to GNumber
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Set GroupRequirements[GNumber] = 5
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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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(Point-value of (Unit-type of (Trained unit))) Not equal to 0
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(Unit-type of (Trained unit)) Not equal to Chaos Sorcerer Coven
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Then - Actions
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Else - Actions
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For each (Integer GInt) from 1 to ((Point-value of (Trained unit)) - 1), do (Actions)
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Loop - 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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((Triggering player) Food used) Equal to ((Triggering player) Food max)
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Then - Actions
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Set GPlayerGroup = (Player group((Triggering player)))
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Game - Display to GPlayerGroup the text: You have reached yo...
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Custom script: call DestroyForce(udg_GPlayerGroup)
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Skip remaining actions
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Else - Actions
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Set GPoint[1] = (Position of (Trained unit))
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Set GPoint[2] = (Rally-Point of (Triggering unit) as a point)
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Set tempLoc2 = (GPoint[1] offset by 160.00 towards (72.00 x (Real(GInt))) degrees)
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Unit - Create 1 Doombolt Dummy for (Owner of (Triggering unit)) at tempLoc2 facing (Facing of (Trained unit)) degrees
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Unit - Add Locust Switcher to (Last created unit)
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Custom script: call UnitAddAbility(GetLastCreatedUnit(),'Aloc')
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Custom script: call UnitRemoveAbility(GetLastCreatedUnit(),'Aloc')
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Unit - Set level of Locust Switcher for (Last created unit) to (Level of (Trained unit))
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AI - Ignore (Last created unit)'s guard position
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Unit - Set the custom value of (Last created unit) to GNumber
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Unit - Order (Last created unit) to Stop
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Unit - Order (Last created unit) to Move To GPoint[2]
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Custom script: call DestroyGroup(udg_TempGroup)
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Custom script: call RemoveLocation(udg_GPoint[1])
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Custom script: call RemoveLocation(udg_GPoint[2])
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Group Order units order
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Events
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Unit - A unit Is issued an order with no target
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Unit - A unit Is issued an order targeting an object
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Unit - A unit Is issued an order targeting a point
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Conditions
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((Ordered unit) is A structure) Equal to False
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GLeader[(Custom value of (Ordered unit))] Equal to (Ordered unit)
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(Custom value of (Ordered unit)) Not equal to 0
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Actions
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Trigger - Turn off (This trigger)
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Set GGroup[1] = (Units in (Playable map area) matching (((Custom value of (Matching unit)) Equal to (Custom value of (Ordered unit))) and (((Matching unit) is A structure) Equal to False)))
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Custom script: call GroupImmediateOrder( udg_GGroup[1], OrderId2String(GetIssuedOrderId()) )
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Custom script: call GroupTargetOrder( udg_GGroup[1], OrderId2String(GetIssuedOrderId()), GetOrderTargetUnit() )
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Custom script: call GroupTargetOrder( udg_GGroup[1], OrderId2String(GetIssuedOrderId()), GetOrderTargetDestructable() )
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Custom script: call GroupTargetOrder( udg_GGroup[1], OrderId2String(GetIssuedOrderId()), GetOrderTargetItem() )
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Set GPoint[1] = (Target point of issued order)
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Custom script: call GroupPointOrderLoc( udg_GGroup[1], OrderId2String(GetIssuedOrderId()), udg_GPoint[1] )
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Custom script: call RemoveLocation(udg_GPoint[1])
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Custom script: call DestroyGroup(udg_GGroup[1])
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Trigger - Turn on (This trigger)
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