trigger help

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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
 
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
 
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?
 
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
 
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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