- Joined
- Aug 3, 2004
- Messages
- 2,906
In the below trigger a unit is spawned, and a unit is given an ability when an attack occurs. This works correctly.
The problem is this:
When the Pulse Generator moves within what looks like 250 range the trigger runs as if the building had been attacked.
So the condition that the attacking unit be a Pulse Generator seems to be ignored?
I have tried using vanilla units in place of the Pulse Generator with the same result.
The problem is this:
When the Pulse Generator moves within what looks like 250 range the trigger runs as if the building had been attacked.
So the condition that the attacking unit be a Pulse Generator seems to be ignored?
I have tried using vanilla units in place of the Pulse Generator with the same result.
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Quakebash
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Events
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Game - GDD_Event becomes Equal to 0.00
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Conditions
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(Unit-type of GDD_DamageSource) Equal to Pulse Generator
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(GDD_DamagedUnit is A structure) Equal to True
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(Level of Life Regeneration Aura (Quakebash) for GDD_DamagedUnit) Equal to 0
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(Owner of GDD_DamageSource) Not equal to (Owner of GDD_DamagedUnit)
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Actions
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Set Quakebash_Point = (Position of GDD_DamagedUnit)
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Set Quakebash_Group = (Units within 250.00 of Quakebash_Point matching (((Matching unit) is A structure) Equal to True))
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Unit Group - Pick every unit in Quakebash_Group and do (Actions)
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Loop - Actions
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Unit - Add Life Regeneration Aura (Quakebash) to (Picked unit)
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Unit - Create 1 Dummy (Geyser) for Neutral Passive at Quakebash_Point facing Default building facing degrees
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Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
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Custom script: call RemoveLocation (udg_Quakebash_Point)
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Custom script: call DestroyGroup (udg_Quakebash_Group)
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Last edited: