- Joined
- Mar 29, 2009
- Messages
- 1
Ok, I'm trying to make a TD and part of it is that there will be mazers in a valley. I want the builders of the mazes to be attacked if they are in the path region [if they 'hide' in a cave they wont be attacked.]
I'm using the GUI, trying not to use JASS with my first map so I can get a handle on things.
My major issue is the conditional. I want the creeps to NOT attack the maze buildings, only the builders, but I cant make the buildings invulnerable or players will be able to block. I also have neutral passive units that will be in the region area too, and i don't want them to be attacked.
My original trigger was:
Also I'm aware that those conditionals are immensely large and in charge and I'm sorry they are stretching the page lol.
I'm also open to ditching this idea if there is a better way to control blocking and issue an 'attack to' command instead of 'move to'
Thanks!
I'm using the GUI, trying not to use JASS with my first map so I can get a handle on things.
My major issue is the conditional. I want the creeps to NOT attack the maze buildings, only the builders, but I cant make the buildings invulnerable or players will be able to block. I also have neutral passive units that will be in the region area too, and i don't want them to be attacked.
My original trigger was:
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R01 to R02
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Events
- Time - Every 2.00 seconds of game time
-
Conditions
- (Number of units in (Units in R01 to R02 <gen> matching ((((Matching unit) is Mechanical) Equal to False) and (((Owner of (Matching unit)) Equal to Player 1 (Red)) or ((Owner of (Matching unit)) Equal to Player 6 (Orange)))))) Greater than 0
-
Actions
-
Unit Group - Pick every unit in (Units in R01 to R02 <gen> matching ((((Matching unit) is Mechanical) Equal to False) and (((Owner of (Matching unit)) Equal to Player 1 (Red)) or ((Owner of (Matching unit)) Equal to Player 6 (Orange))))) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Picked unit) is alive) Equal to True
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Then - Actions
- Unit Group - Order (Units within 512.00 of (Position of (Picked unit)) matching ((Owner of (Matching unit)) Equal to hostileCreeps)) to Attack Once (Picked unit)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
Unit Group - Pick every unit in (Units in R01 to R02 <gen> matching ((((Matching unit) is Mechanical) Equal to False) and (((Owner of (Matching unit)) Equal to Player 1 (Red)) or ((Owner of (Matching unit)) Equal to Player 6 (Orange))))) and do (Actions)
-
Events
Also I'm aware that those conditionals are immensely large and in charge and I'm sorry they are stretching the page lol.
I'm also open to ditching this idea if there is a better way to control blocking and issue an 'attack to' command instead of 'move to'
Thanks!