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ok well i dont no eactly but it goes something liek this
event
unit enters region(region of boobytrap)
condition
triggering unit = to ur unit
action
move instanly to center of region(any region)
Sorry if some of this might be a little confusing or if some of these functions aren't exactly correct, I did this off of memory, not WE because it takes too long to open. xP
Simple. Those are basics. But Ive learned the triggers by myself i didnt have a forum to talk to. Oh and by the way PurgeandFire111 is right.
But you forgot the turn off this trigger action. Usualy boobytraps trigger only once.
This is precisely How my trigger looks, but it dont work. When the Units enters the Teal Goal region, they just walk back to where they came from. Also, is RemoveLocation a Variable?
My problem now, is that when the creeps spawn, they just kill my towers, and 20% of the creeps just walk around for a while, and then they walk into my goal region.
Triggers seem fine unless we dont count the leaks
anyway
problem is goal regions are too small for ordering them to move center
they can return without touching (Idk why they return back) and attack towers
and creeps will attack towerss if they have enough range on creation
dont allow players to build too near of spawn location
make regions bigger or order creeps to move the edges (with offset)
I have tried to make them bigger, but still, the same thing happens. How do i make them just touch the edges of the region? I can use a Point with offset, but then there just come a (0.00, 0.00). does it need a value?
(0.00, 0.00) are (X,Y), which are coordinates of the map. Remember though, that if you choose a point of the region, the offset will probably be...
((the coordinates of location inside the region)+(offset)).
That's my theory, at least. I never used coordinates with GUI.
3 Steps for perfect moving:
1.) Check unit has sight over the area (Maybe add visibly modificier for owner of the player)
2.) Check unit aquireration (Most people say it has nothing to do with that, but I have seen that it does)
3.) Check the unit's owner does not run an KI.
If you're using a trigger that involves "Triggering Unit" along with that trigger, lets say...an AI trigger. Then it will conflict and do different things as long as they happen at the same time.
EDIT: Why did it change from Warcraft33 asking the questions to Ztoph?
if you want it to bounce even more then set 3 4 or 5 upgrades on the same and make the player owner of the tower to upgrade it... so the shot will bounce more times
(if you want it to varie) if not... just set the amount of bounces
EDIT: you need to add this ability to the tower in order to have the bounce effect
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