| 09-10-2002, 02:40 AM | #1 |
Ok, I have a trigger that goes like this: Boy Rescue Events Destructible Doodad - Cage 2316 dies Conditions Actions Trigger - Turn off (This trigger) Set boyquest = True Unit - Create 1 Boy for Player 7 (Green) at (Center of Boy Cage <gen>) facing (Position of (Killing unit)) Unit - Order (Last created unit) to Follow (Killing unit) Unit Group - Add (Last Created unit) to boy What doesnt work, is the boy unit doesnt face (Killing unit), nor does it follow (Killing unit), as if (Killing unit) didnt represent the unit that killed the Cage 2316 doodad. How can I respond to the Cage dieing event? I can't find another event response that would make more sense than (Killing unit). Is there an event response to call the unit who killed Cage 2316, or do I have to use another method? |
| 09-11-2002, 02:27 AM | #2 |
For Doodads, I don't think you can use 'killing unit' You could do like this maybe: --- Creat a region around the cage. --- Event - Your Doodad Dies. Actions: - Pick all units in region (cage x) and set to variable (leader) - Create Your Boy - Order Boy to face (leader) - Order Boy to follow (leader) --- That would work if it was just a one player map. For more people and more cages, you could use variable arrays and such; and you'd have to make sure to make it follow the right person somehow. Another solution is to create a custom unit and give it the doodad model 'cage'. |
