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Unit - A unit Is issued an order targeting a point
Conditions
Actions
Trigger - Turn off (This trigger)
Game - Display to (All players) the text: (Unit = + (Name of (Triggering unit)))
Unit - Pause (Triggering unit)
Unit - Order (Triggering unit) to Stop
Unit - Unpause (Triggering unit)
Trigger - Turn on (This trigger)
Untitled Trigger 002 Copy
Events
Unit - A unit Is issued an order targeting a point
Conditions
Actions
Game - Display to (All players) the text: point order given
Untitled Trigger 002 Copy Copy
Events
Unit - A unit Is issued an order with no target
Conditions
Actions
Game - Display to (All players) the text: order given
In this case I get:
Unit = Paladin
point order given
point order given
order given
When I remove turn off and on, I get:
Unit = Paladin
Unit = Paladin
order given
point order given
order given
point order given
When I remove pause and unpause too, I get:
Unit = Paladin
order given
point order given
So this means that the plain one is giving the order, reorder him to stop but then the order gets overwritten.
When adding pause and unpause, the order is removed but re-added to the unit. This means that the unit will be re-ordered to move to the location where I wanted him to move to after I ordered him to stop.
Then he gets stopped again because he gets that order and then that order is overwritten again.
When adding turn off and on, the order is immediately given and re-ordered and then that unit gets ordered to stop.
I wonder how the code of ordering units works in WC3.
EDIT: Looks like the current order is regiven... that is weird.
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