- Joined
- Feb 27, 2007
- Messages
- 2,074
This one:
Target[1] = Current target, current closest unit.
Target[2] = The closest unit the last time the trigger ran. Can be the same as 1.
Target[3] = The last target, but not the closest target of the last time the trigger ran, so it can't be the same as 1#. Its the last acuall target.
This trigger:
This one:
Thanks in advance.
The problem? If the last target is dead, it displays a blank string where the last player should be..Might be other bugs too.
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Me Chase
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Events
- Time - Every 0.15 seconds of game time
- Conditions
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Actions
- Set P1 = (Position of Oger 0009 <gen>)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Target[2] Not equal to Target[1]
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Then - Actions
- Set Target[3] = Target[2]
- Else - Actions
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If - Conditions
- Set Target[2] = Target[1]
- Set TargetRange = 1000000000.00
- Set G = (Units within 1000000.00 of P1 matching ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((Matching unit) Not equal to Oger 0009 <gen>))))
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Unit Group - Pick every unit in G and do (Actions)
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Loop - Actions
- Set P2 = (Position of (Picked unit))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Integer((Distance between P1 and P2))) Less than (Integer(TargetRange))
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Then - Actions
- Set TargetRange = (Distance between P1 and P2)
- Set Target[1] = (Picked unit)
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation (udg_P2)
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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
- Target[1] Not equal to Target[2]
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Then - Actions
- Unit - Order Oger 0009 <gen> to Attack Target[1]
- Sound - Play OgreWarcry1 <gen>
- Game - Display to (All players) the text: (The oger is chasing + ((Name of (Owner of Target[1])) + !))
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation (udg_P1)
- Custom script: call DestroyGroup (udg_G)
-
Events
Target[1] = Current target, current closest unit.
Target[2] = The closest unit the last time the trigger ran. Can be the same as 1.
Target[3] = The last target, but not the closest target of the last time the trigger ran, so it can't be the same as 1#. Its the last acuall target.
This trigger:
-
Me Smash
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Events
- Unit - A unit Is attacked
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Conditions
- (Attacking unit) Equal to Oger
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Actions
- Set PlayerScore = (Owner of Target[3])
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Events
This one:
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Me Kill
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Events
- Unit - A unit Dies
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Conditions
- (Killing unit) Equal to Oger
- (Unit-type of (Dying unit)) Equal to Paladin
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Actions
- Game - Display to (All players) the text: (The Oger has |cffff0000Pulverized|r + ((Name of (Owner of (Dying unit))) + 's paladin!))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Owner of (Dying unit)) Not equal to PlayerScore
-
Then - Actions
- Game - Display to (All players) the text: ((Name of PlayerScore) + was the last target! He gets credit for making the oger swich to targeting him.)
- Else - Actions
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If - Conditions
-
Events
Thanks in advance.
The problem? If the last target is dead, it displays a blank string where the last player should be..Might be other bugs too.
Last edited: