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[Trigger] unit move

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Level 3
Joined
Jul 26, 2011
Messages
38
Guys What is the error of this trigger?
  • Start Quest
    • Events
      • Dialog - A dialog button is clicked for npc_var_dialog
    • Conditions
      • (Clicked dialog button) Equal to var_DialogArray[3]
    • Actions
      • Game - Display to (Player group((Triggering player))) the text: |cffffcc00Rune Ques...
      • Set U_Group = (Units owned by (Triggering player) matching (((Triggering unit) is A Hero) Equal to True))
      • Unit Group - Pick every unit in U_Group and do (Actions)
        • Loop - Actions
          • Unit - Move (Picked unit) instantly to (Center of Beast Entrance <gen>)
when i press the dialog botton the unit is not instantly move to the region !
can u help me guys?


thx
 
Level 9
Joined
Jul 10, 2011
Messages
562
triggering unit is wrong there....you have to use matching unit everytime you use units owned by XY MATCHING something something.
 
Level 3
Joined
Jul 26, 2011
Messages
38
triggering unit is wrong there....you have to use matching unit everytime you use units owned by XY MATCHING something something.

it didnt work sir, i change the triggering unit to mathching unit

  • Set U_Group = (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))
  • Unit - Move (Matching unit) instantly to (Center of Beast Entrance <gen>)
 
Level 9
Joined
Jul 10, 2011
Messages
562
yxou just have to change the first one (where you set the group) to matching unit....the second one have to be picked unit ^^
 
So is this solved now?

Btw Center of region should be stored into point variable and then removed after it's use with:
  • Custom script: RemoveLocation( udg_VARIABLE )
To remove leaks.

Also any Unit Group will create leak because you will create group.
In jass it look like this:
JASS:
function ForGroupBJ takes group whichGroup, code callback returns nothing
    // If the user wants the group destroyed, remember that fact and clear
    // the flag, in case it is used again in the callback.
    local boolean wantDestroy = bj_wantDestroyGroup
    set bj_wantDestroyGroup = false

    call ForGroup(whichGroup, callback)

    // If the user wants the group destroyed, do so now.
    if (wantDestroy) then
        call DestroyGroup(whichGroup)
    endif
endfunction
So all you need to do is to place:
  • Custom script: set bj_wantDestroyGroup = true
Above Unit Group trigger action and it will be removed later in code.
or in your case, you can do next:
  • Custom script: call DestroyGroup( udg_U_Group )
 
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