I am making a tower defence map and there's a strange problem where move orders are ignored by the attackers. Rather, they just stand still. To complicate things, some move orders work and some don't. I can't think of any triggers which could conflict with the move orders (other than the ones I have posted below)
This inconsistency is annoying. I tried making a cinematic where the boss moves, but he just stands still!
This does not work:
This trigger is runs when units enter the map to make them move to the endpoint.
This trigger stops enemies attacking buildings. It DOES stop them attacking, but the move order is ignored and the units pretty much freeze in their spot. I can see the special effect, which means the IF conditions passed.
This inconsistency is annoying. I tried making a cinematic where the boss moves, but he just stands still!
This does not work:
- Unit - Order LastBoss to Move To RallyPoint[27]
- "LastBoss" is a unit variable. I can confirm variable has been set properly
- Set TempUnitGroup = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Defiler))
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Unit Group - Pick every unit in TempUnitGroup and do (Actions)
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Loop - Actions
- Unit - Order (Picked unit) to Move To RallyPoint[27]
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Loop - Actions
- Custom script: call DestroyGroup (udg_TempUnitGroup)
This trigger is runs when units enter the map to make them move to the endpoint.
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Rally Invaders 1
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Events
- Unit - A unit enters invaders1 <gen>
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Conditions
- ((Triggering unit) belongs to an ally of Player 1 (Red)) Equal to True
- (Unit-type of (Triggering unit)) Not equal to Dummy
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Triggering unit) is A flying unit) Equal to True
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Then - Actions
- Unit - Order (Triggering unit) to Move To RallyPoint[1]
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Else - Actions
- Unit - Order (Triggering unit) to Move To RallyPoint[27]
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
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Unstuck
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Unstuck
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Actions
- Set TempPoint = (Target point of ability being cast)
- Set TempUnitGroup = (Units within 175.00 of TempPoint matching (((Matching unit) belongs to an enemy of (Owner of (Triggering unit))) Equal to True))
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Unit Group - Pick every unit in TempUnitGroup 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 A ground unit) Equal to True
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Then - Actions
- Unit - Order (Picked unit) to Move To RallyPoint[27]
- 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)
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Loop - Actions
- Custom script: call RemoveLocation (udg_TempPoint)
- Custom script: call DestroyGroup (udg_TempUnitGroup)
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Events
This trigger stops enemies attacking buildings. It DOES stop them attacking, but the move order is ignored and the units pretty much freeze in their spot. I can see the special effect, which means the IF conditions passed.
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Prevent Enemy Attack
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Events
- Unit - A unit Is attacked
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Conditions
- ((Owner of (Attacking unit)) is an ally of Player 1 (Red)) Equal to True
- (Owner of (Attacked unit)) Not equal to Neutral Passive
- (Unit-type of (Attacking unit)) Not equal to Block Checker
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Actions
- Game - Display to (All players) for 4.00 seconds the text: Prevent unit attack...
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Attacking unit) is A ground unit) Equal to True
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (rally26 <gen> contains (Attacking unit)) Equal to True
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Then - Actions
- Unit - Order (Attacking unit) to Attack Crystal of Life 0000 <gen>
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Else - Actions
- Game - Display to (All players) for 4.00 seconds the text: Move order issued
- Unit - Order (Attacking unit) to Move To RallyPoint[27]
- Special Effect - Create a special effect attached to the overhead of (Attacking unit) using Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl
- Special Effect - Destroy (Last created special effect)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (rally26 <gen> contains (Attacking unit)) Equal to True
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Then - Actions
- Unit - Order (Attacking unit) to Attack Crystal of Life 0000 <gen>
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Else - Actions
- Unit - Move (Attacking unit) instantly to InvaderSpawnPoint[3]
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Events