| 05-12-2008, 04:36 AM | #2 |
you have to pause unit stop it unpause |
| 05-12-2008, 10:16 PM | #4 |
No, I tried that the Acquiring first. It registers as the unit having the item that he picks up, so it doesn't let him pick anything up. I'll try that pausing thing next. |
| 05-13-2008, 01:05 AM | #5 |
Updated the trigger |
| 05-13-2008, 08:44 PM | #6 |
You said that when you added a wait, it worked with your first trigger. I have experienced similar behaviour, and I think you should try to stop the unit in a separate trigger. Sounds odd, yes, but it might work they way you want it to. The separate trigger Event - [aTimerVariable] expires Action - Instantly order [aUnitVariable] to stop The original trigger set [aUnitVariable]=(The unit you want to pause) Countdown Timer - Start [aTimerVariable] as a One-Shot Timer which expires in 0 seconds |
| 05-13-2008, 11:37 PM | #7 |
Actually, the Pause - Stop - Unpause worked perfectly. Repped. |
| 05-13-2008, 11:54 PM | #8 |
I think it is better to order the unit to stop after a 0 seconds timer. PauseUnit got a couple of side effects if the unit got effects attached... |
