| 11-14-2003, 10:05 PM | #1 |
This trigger is suposed to kill the number of workers working in a lumbermill when it is destroyed(this number is represented my its current mana). Howwever, for some reason it will not operate Events Unit - A unit Dies Conditions (Unit-type of (Dying unit)) Equal to Lumber Mill Actions Rect - Center Lumber Harvest <gen> on (Position of (Dying unit)) Unit Group - Pick every unit in (Random (Integer((Mana of (Dying unit)))) units from (Units in Lumber Harvest <gen> matching ((Unit-type of (Matching unit)) Equal to Peasant (woodcut)))) and do (Unit - Kill (Picked unit)) Lumber Harvest represents the farthest dictance a woodcutter can be from the mill Also the wood cutter has Unknown(aloc) I mention because I think this might be an issue Any help would be very nice of ya' :D |
| 11-15-2003, 05:23 PM | #2 |
im sorry, I know bumping is bad, but this is really causeing me a problem because this could be used as an exploit on my map. EDIT: Come on people, no one knows what this could be? |
| 11-15-2003, 10:50 PM | #3 |
wow, it appears units with the ability Unknown(Aloc) have the same effect as being hidden, as triggers can't apear to target them when pick through location! Any ideas on a workaround? |
| 11-16-2003, 03:40 AM | #4 |
Mods: im really sorry for quadrouple posting but no one is answering Normal People: No one has any indea how to worrk around this, none at all? could I really be the first person to discover this? Can someone at least post so I know your reading this? |
| 11-16-2003, 04:56 AM | #5 |
Instead of picking them in an area, which apparently doesn't work, why not add the woodcutters to a unit group as they're created (i.e., add last created unit to Unit group Woodcutters). Then, whenever a player's lumbermill dies, pick every unit in unit group Woodcutters and kill them. No messing around with area rectangles, and no chance that a player ordered their woodcutters to move outside of the potential death rectangle. |
| 11-16-2003, 05:01 AM | #6 |
There lies the problem.... Thats why it could be used as an exploit, that would kill the amount of workers in RANDOM locations, not just workers around the mill. This mean the workers wouls continue chopping the trees near the dead mill, being able to see and being invincable. Players could use this for scouting the enemys strongholds, permanetly. hmm Prehaps if I just make them unselectable via trigger, although that can be a bit chunky. I'l go look into it. |
| 11-16-2003, 05:05 AM | #7 |
That unselectable trigger thing sounds like it'd work. Also, if you're worried about woodcutters being used as scouts, just turn their sight radius down to zip, and give the lumbermill an increased sight radius. That way, the woodcutters would go to any tree the lumbermill saw, but wouldn't be able to wander off because they can't see anything. |
