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Patrol and dying when reaching point

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Level 2
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Jan 9, 2008
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How Exactly Would I make Siege engines Patrol to a certain point. Then die. Then start over again? And I want atleast two or three lined up doing this at once.
 
Level 4
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Two triggers, one to create the tanks.
Time the movespeed and change the wait time to create the tanks the second the old ones die. Make one more create and order for each tank.

  • Tanks Are Delicious
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit - Create 1 Siege Engine for Neutral Hostile at (Center of Tank1 <gen>) facing Default building facing degrees
      • Unit - Order (Last created unit) to Move To (Center of TankDie1 <gen>)
      • Unit - Create 1 Siege Engine for Neutral Hostile at (Center of Tank2 <gen>) facing Default building facing degrees
      • Unit - Order (Last created unit) to Move To (Center of TankDie2 <gen>)
      • Unit - Create 1 Siege Engine for Neutral Hostile at (Center of Tank3 <gen>) facing Default building facing degrees
      • Unit - Order (Last created unit) to Move To (Center of TankDie3 <gen>)
      • Wait 2.00 seconds
      • Trigger - Run (This trigger) (ignoring conditions)
Make another (This can go for all tank areas) To kill the tanks.

  • The Tanks dead, aw man
    • Events
      • Unit - A unit enters TankDie1 <gen>
      • Unit - A unit enters TankDie2 <gen>
      • Unit - A unit enters TankDie3 <gen>
    • Conditions
      • (Unit-type of (Entering unit)) Equal to Siege Engine
    • Actions
      • Unit - Kill (Entering unit)
 
Level 2
Joined
Jan 9, 2008
Messages
15
Thanks for the help :D
But, I have a major bug. All of my siege engine triggers work fine.
Except the second one.
The siege engines stop before the even get to the region. Then the go back to the first one. And they dont die. Ive checked my trigger over and over. Then i remade the whole thing. It didnt help. Illd be grateful if someone could check it out please.

Its labeled as Siege Engine 2, and Siege Engine 2 Kill.

My map has many unexplainable bugs :/
 

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Level 14
Joined
Nov 18, 2007
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1,084
  • Tanks Are Delicious
    • Events
      • Map initialization

Wouldn't it be easier to make the event

  • Time - Every 2.00 seconds of game time
And then run the trigger at Map initialization?

@Dave21
The trigger isn't the problem because I copied the Siege Engine 2 and Siege Engine Kill 2 into another map and it worked fine. Maybe it's one of the triggers in your map that's causing the problem?

Sort of off-topic....You might want to triggers if they have the same events and conditions like the Unit Patrol thingy:

  • Patrolling Ghouls
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit - Order Ghoul 0024 <gen> to Patrol To (Center of Patrol1 <gen>)
      • Unit - Order Ghoul 0026 <gen> to Patrol To (Center of Region 074 <gen>)
      • Unit - Order Ghoul 0027 <gen> to Patrol To (Center of Region 069 <gen>)
      • Unit - Order Ghoul 0028 <gen> to Patrol To (Center of Region 111 <gen>)
      • Unit - Order Ghoul 0030 <gen> to Patrol To (Center of Region 133 <gen>)
      • Unit - Order Ghoul 0029 <gen> to Patrol To (Center of Region 124 <gen>)
      • Unit - Order Ghoul 0031 <gen> to Patrol To (Center of Region 092 <gen>)
      • Unit - Order Ghoul 0034 <gen> to Patrol To (Center of Region 112 <gen>)
      • Unit - Order Ghoul 0032 <gen> to Patrol To (Center of Region 115 <gen>)
That way, you wouldn't have a cluster of triggers...
 
Level 11
Joined
Feb 22, 2006
Messages
752
All those triggers are leaking locations. Make a global location named something like tempLoc, and every time you use a trigger action that inputs a location as a parameter, use custom script to move the location - "call MoveLocation( udg_tempLoc, x, y )" - to the desired point immediately before the trigger action that uses the location. Then in the trigger action instead of specifying "Center of Region X" you just specify "Variable - tempLoc".
 
Level 2
Joined
Jan 9, 2008
Messages
15
Well. I deleted everything in my entire map. Regions (except the ones in the trigger) doodads, units, imports, and even sound. The trigger still didnt work. even though it had nothing possbile that could conflict with :/

To me it feels like the siege engines can only move to a cetain point. Like they cant go to far.
 
Last edited:
Level 14
Joined
Nov 18, 2007
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1,084
Well. I deleted everything in my entire map. Regions (except the ones in the trigger) doodads, units, imports, and even sound. The trigger still didnt work. even though it had nothing possbile that could conflict with :/

To me it feels like the siege engines can only move to a cetain point. Like they cant go to far.

Actually I think it's because they're owned by Neutral Passive. When I changed the
  • Unit - Create 1 SpawnUnitType for Neutral Passive at (Center of Spawn 1 <gen>) facing Default building facing degrees
to
  • Unit - Create 1 SpawnUnitType for Player 1 (Red) at (Center of Spawn 4 <gen>) facing Default building facing degrees
the units created by Player 1 worked fine as they kept moving twoards their destination.
But units created by Neutral Hostile, Neutral Victim, Neutral Extra, and Neutral Passive would stop at a certain point and turn back.

The remedy:
Make a Player that's neutral to everyone else and create Siege Engines for them to be moved.

Or go into Advanced Gameplay Constants and change the Creep - Guard Return Time to 10000.00.
 
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