| 07-19-2003, 02:17 AM | #1 |
ive tryed to get this to wrk, but i cant. im trying to get it so that when player A buys a transport unit the transport unit cannot move or anything untill there is a unit loaded in it, and when that unit leaves, it cant move again. |
| 07-19-2003, 05:19 AM | #2 |
when units are loaded replace it with a modified transport that has no movement value |
| 07-19-2003, 05:21 AM | #3 |
That could pose another problem - the unit inside. Probably not a big problem, but yeah, you know. |
| 07-19-2003, 06:36 AM | #4 |
your right, first suggestion wouldnt work you can use this as a start, you have to change it to account for multiple transports 4 triggers so probably not the most efficient though stop transports Events Unit - A unit enters (Playable map area) Conditions (Unit-type of (Entering unit)) Equal to Goblin Zeppelin Actions Unit - Set (Entering unit) movement speed to 0.00 loading transport Events Unit - A unit Is loaded into a transport Conditions Actions Set transport = (Transporting unit) Unit Group - Add (Loading unit) to loadedunits Unit - Set transport movement speed to (Default movement speed of transport) empty transport Events Unit - A unit Is issued an order targeting a point Conditions (Issued order) Equal to (Order(unloadall)) Actions Wait until (((Random unit from loadedunits) is being transported) Equal to False), checking every 0.10 seconds Unit - Set transport movement speed to 0.00 periodic Events Time - Every 0.10 seconds of game time Conditions Actions Unit Group - Pick every unit in loadedunits and do (If (((Picked unit) is being transported) Equal to False) then do (Unit Group - Remove (Picked unit) from loadedunits) else do (Do nothing)) |
| 07-19-2003, 09:15 PM | #5 |
it didnt wrk, the transport just moves slowly, it doesnt stop, and then after u load and unload it keeps moving at its old speed, not the 0.0. |
