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Pathing

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Level 4
Joined
Apr 15, 2008
Messages
82
In my tower defense, the towers are heroes based off of the Lich hero with 0 movement speed, no movement type, and 72.0 pathing. I had buildings based off of farms, and when they were built, the buildings were removed and replaced with the hero.
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Hero Tower - Archer
Actions
Unit - Remove (Constructed structure) from the game
Unit - Create 1 Hero Tower for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing 270.00 degrees
The problem is, that even though I set the heroes pathing to 72, the creeps pass right through them. I made dummy units based off of the Farm for pathing. This seemed to work fine but they wouldn't go away after the tower was sold or destroyed by creeps. Any sugguestions for how I could improve this trigger, or make the heroes have pathing?
:fp: Reputation will be given to good ideas. :thumbs_up:.
 
Last edited:
Level 4
Joined
Apr 15, 2008
Messages
82
it should be easy to kill units with the triggers!.... . . . ..or not?
All I want at this point is someone to post a trigger I guess. Or at least tell me what to put in the trigger. I've tried making it so when the tower dies it damages an area around it for 1 damage (dummies have 1 health) but that didn't work either. :sad:
 
Level 11
Joined
Dec 31, 2007
Messages
780
maybe i didnt get it... but... is this what you need?

  • Unit - A unit Dies
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Dying unit) Equal to (your building)
      • Then - Actions
        • Set Temp_Unit = (Units of type your dummy unit)
        • Unit Group - Pick every unit in Temp_Unit and do (Actions)
          • Loop - Actions
            • Unit - Remove (Picked unit) from the game
        • Custom script: call DestroyGroup(udg_Temp_Unit)
      • Else - Actions
 
Level 6
Joined
Nov 7, 2007
Messages
39
maybe i didnt get it... but... is this what you need?

  • Unit - A unit Dies
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Dying unit) Equal to (your building)
      • Then - Actions
        • Set Temp_Unit = (Units of type your dummy unit)
        • Unit Group - Pick every unit in Temp_Unit and do (Actions)
          • Loop - Actions
            • Unit - Remove (Picked unit) from the game
        • Custom script: call DestroyGroup(udg_Temp_Unit)
      • Else - Actions
that would opnly work if there were only one hero tower.

What can be done is this:
  • Unit - A unit Dies
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • (Dying unit) Equal to (your building)
      • Then - Actions
        • Set Temp_Location = (Location of Dying Unit)
        • Set Temp_Unit = (Units within 36.00 of point matching ((Unit-type of (Matching unit)) Equal to your dummy building))
        • Unit Group - Pick every unit in Temp_Unit and do (Actions)
          • Loop - Actions
            • Unit - Remove (Picked unit) from the game
        • Custom script: call DestroyGroup(udg_Temp_Unit)
        • Custom script: call RemoveLocation(udg_Temp_Location)
      • Else - Actions
 
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