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[Trigger] TD - Creep Moment Bugg -MadseN-

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Level 9
Joined
Sep 2, 2007
Messages
214
Hey !

I've searched around the forum to see if i could find anyone that had my problem, tho i couldn't find any so i decided to write here.

I'll Describe my problem here:

At first everything goes smoothly All Creeps goes to Point A to point B through the maze. The problem is that when you block all the roads so they can't pass, they doesn't do anything.

What i want them to do is when it's a clear way they just walk through it. when the way is blocked, they will start to attack the towers until they can pass it.

Here's the triggers i made.

Hope you understand what i mean

/MadseN
 

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  • Triggers2.jpg
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Level 3
Joined
Mar 12, 2007
Messages
62
well its quite easy but this might bug sometimes try using this

  • Prevent Attack
    • Events
      • Unit - A unit owned by Player 1 (Red) Is attacked
      • Unit - A unit owned by Player 2 (Blue) Is attacked
      • Unit - A unit owned by Player 3 (Teal) Is attacked
      • Unit - A unit owned by Player 4 (Purple) Is attacked
      • Unit - A unit owned by Player 5 (Yellow) Is attacked
      • Unit - A unit owned by Player 6 (Orange) Is attacked
      • Unit - A unit owned by Player 7 (Green) Is attacked
      • Unit - A unit owned by Player 8 (Pink) Is attacked
      • Unit - A unit owned by Player 9 (Gray) Is attacked
    • Conditions
      • (Owner of (Attacking unit)) Equal to Player 12 (Brown)
    • Actions
      • Wait 1.10 seconds
      • Unit - Order (Attacking unit) to Move To (Center of Life Lose <gen>)
 
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Level 7
Joined
Dec 8, 2005
Messages
319
although you do know... that trigger is going to leak?

and your loop is unnessary.

  • Spawn
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Set T1Fspawner = (Center of Team1 First Spawner <gen>)
      • Unit - Create 1 Unit for Player X (Black) at T1Fspawner facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_T1Fspawner)
this sets the region as a Point(variable)... and then it resets the Point. if you use default building facing degrees, you dont have to worry about leaks that way. this is also what i use and my units attack building when they are blocked. they walk back and forth untill and then one or more will attack a tower to make a hole... but i would suggest seeing how wintermaul does it...
 
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