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trigger help

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Level 16
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Sep 3, 2004
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I have seen this in a game called "War of Tainted Blood"
This guy's ultimate basically spawns tower-models tornados with remove selectability, then remove them after some time, thus creating a blockade. This would be harrowing simply because I cannot make a loop to make things go in circles
 
Level 2
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i want it so that units cannot enter or leve the area around the hero i have tried to spawn buildings/destructibles around the hero but if u unit is where the object is ment to be spawned it wont go in the right place
 
Level 2
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i cant do it so is there any wahy to stun units without useing last created unit functions because the map has spawns or is there a way to slow units movement speed to 0 as long as they are within range so when they leve again there speed goes back to normal?
 
Level 11
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unit groups

add all of those units to a unit group and make a trigger so that when
a unit leaves a point centered at the hero offest by 300, 300
and specify that using conditions

then use an action.

move instantly to a random poistion centered at the hero offeset by 200 (you can choose), and simply turn it off aftre
 
Level 11
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Umm... I am thinking that maybe you could create invisibile dummy units (very very small) but with big collision. Still, this would not allow the caster to get out either. And the moving out of the region stuff is not a good idea. Hmm, I have to think more aobut this as well.
 
Level 7
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daelin said:
Umm... you could also make a timed trigger (every 0.10 seconds let's say) which:

-> Creates the units around the caster and adds them to an unit group
-> Waits 0.09
-> Removes all units from the unit group.

Heh, it is pretty laggy though but the best best solution.

no, as flying units still can enter/leave :wink:

so use pathblockers which block both ground and air:
Code:
 for each integer a from 1 to 30 do:
  loop actions - (destructible)create 1 pathblocker at (point with polar offset)position of casting unit offset (radius) x towards 360/30 * integer a
                 set (destructible array variable)desturctible doodad[integera] = last created destructible

then add wait actions and remove the doodads

for each integer a just means, that the following actions are repeated 30 times. maybe u have to use e.g. for each integer a from 1 to 60 (if the radius is quite large). then don't forget to change the polar offset to. (e.g. 360/60 * integer a)
 
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