Moving Orc Burrows

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Hello, I'm trying to make a unit that cannot attack unless a unit is "driving" it, I've done some tests on a test map and it seems that when I change the speed base to anything other than 0, the orc burrow no longer allows the unit to enter and they just turn to get in the burrow and nothing. I've attached a testmap, but I fear it might too hardcoded to overcome...

Any help would be very much appreciated!
 

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give the building the zepplin ability that carries units. I think its named cargo
when unit is loaded replace the building with a offensive version, with damage etc.

I am not sure if the unit is transfered if they both got the cargo ability.. Anyway we can look for a work-around later if you need it. oh and make sure to change back when unit is unloaded
 
Hm, well thanks for the advice although I think just changing the condition I have stared is the key. The condition seems strange because if "No unit is loaded into attacking equal to true I want to stop the attack, but for some reason it doesn't work with the equal but does work with not equal. However once a unit is loaded into attacking unit, it continues to "stop attack." I think I've fully failed in trying to describe what is happening so here's an updated map xD.


  • Test
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Attacking unit)) Equal to Zep
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (No unit is loaded into (Attacking unit)) Not equal to True******
            • Then - Actions
              • Unit - Order (Attacking unit) to Stop
              • Game - Display to (All players) the text: Stop Attack
            • Else - Actions
              • Game - Display to (All players) the text: A unit is loaded i...
        • Else - Actions
 

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