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Whats wrong with this trigger

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Level 6
Joined
Sep 26, 2007
Messages
114
Hi:thumbs_up:

Can some one tell me whats wrong this this trigger:con:

Ok this is what happen the units spwn but they dont attack move or move at all to where i want them :(:cry:
  • Human Spwn
    • Events
      • Time - Every 30.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Change color of (Triggering unit) to Black
      • Set Temp_Point[0] = (Center of HumanSpwn <gen>)
      • Unit - Create 3 Bandit for Player 11 (Dark Green) at Temp_Point[0] facing Default building facing degrees
      • Unit - Create 3 Brigand for Player 11 (Dark Green) at Temp_Point[0] facing Default building facing degrees
      • Unit - Create 3 Enforcer for Player 11 (Dark Green) at Temp_Point[0] facing Default building facing degrees
      • Unit - Create 2 Assassin for Player 11 (Dark Green) at Temp_Point[0] facing Default building facing degrees
      • Unit - Create 1 Bandit Lord for Player 11 (Dark Green) at Temp_Point[0] facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_Temp_Point[0])
      • Set Temp_Point[1] = (Position of Defend the Warlord 0034 <gen>)
      • If (((Triggering unit) is A peon-type unit) Equal to False) then do (Unit - Order (Triggering unit) to Attack-Move To Temp_Point[1]) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_Temp_Point[1])
  • Orc Spwn
    • Events
      • Time - Every 30.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Change color of (Triggering unit) to Black
      • Set Temp_Point[0] = (Center of OrcSpwn <gen>)
      • Unit - Create 3 Bandit for Player 12 (Brown) at Temp_Point[0] facing Default building facing degrees
      • Unit - Create 3 Brigand for Player 12 (Brown) at Temp_Point[0] facing Default building facing degrees
      • Unit - Create 3 Enforcer for Player 12 (Brown) at Temp_Point[0] facing Default building facing degrees
      • Unit - Create 2 Assassin for Player 12 (Brown) at Temp_Point[0] facing Default building facing degrees
      • Unit - Create 1 Bandit Lord for Player 12 (Brown) at Temp_Point[0] facing Default building facing degrees
      • Custom script: call RemoveLocation(udg_Temp_Point[0])
      • Set Temp_Point[1] = (Position of Defend the King 0021 <gen>)
      • If (((Triggering unit) is A peon-type unit) Equal to False) then do (Unit - Order (Triggering unit) to Attack-Move To Temp_Point[1]) else do (Do nothing)
      • Custom script: call RemoveLocation(udg_Temp_Point[1])
 
Last edited:
Level 12
Joined
Mar 23, 2008
Messages
942
If (((Triggering unit) is A peon-type unit) Equal to False) then do (Unit - Order (Triggering unit) to Attack-Move To Temp_Point[1]) else do (Do nothing)

This is the problem. If triggering unit? Wtf?
Use If last created unit. But I think this still leaks, because will only order the last unit created, try doing a variable to store all the units you created and them check if they are peon.
 
Level 9
Joined
Oct 17, 2007
Messages
547
There is no triggering unit thats why they didnt do anything, put the order after everytime a unit is created and refer to those as "Last created unit"
 
Level 4
Joined
Dec 16, 2007
Messages
134
Triggering unit is used for event responses and your event is time so its obvious that triggering unit will never work for time.

  • Events
    • Time - Every 30.00 seconds of game time
  • Conditions
  • Actions
    • Unit - Change color of (Triggering unit) to Black
    • Set Temp_Point[0] = (Center of HumanSpwn <gen>)
    • Unit - Create 3 Bandit for Player 11 (Dark Green) at Temp_Point[0] facing Default building facing degrees
    • Unit - Order Last created unit to move to REGION
    • Unit - Create 3 Brigand for Player 11 (Dark Green) at Temp_Point[0] facing Default building facing degrees
    • Unit - Order Last created unit to move to REGION
  • Unit - Create 3 Enforcer for Player 11 (Dark Green) at Temp_Point[0] facing Default building facing degrees
    • Unit - Order Last created unit to move to REGION
  • Unit - Create 2 Assassin for Player 11 (Dark Green) at Temp_Point[0] facing Default building facing degrees
    • Unit - Order Last created unit to move to REGION
  • Unit - Create 1 Bandit Lord for Player 11 (Dark Green) at Temp_Point[0] facing Default building facing degrees
    • Unit - Order Last created unit to move to REGION
  • Custom script: call RemoveLocation(udg_Temp_Point[0])
  • Set Temp_Point[1] = (Position of Defend the Warlord 0034 <gen>)
  • If (((Triggering unit) is A peon-type unit) Equal to False) then do (Unit - Order (Triggering unit) to Attack-Move To Temp_Point[1]) else do (Do nothing)
  • Custom script: call RemoveLocation(udg_Temp_Point[1])
DO NOT use Custom script: call RemoveLocation on the region/point where you want the unit to move.
 
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