HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Trigger? problem.

02-24-2004, 03:01 AM#1
Locoh8u
Ok, here's the problem in a map i'm making i have computers that spawn critters, and then they are attack-move to a region, but for some reason some of the buildings units go partial way then return and stand around the building it was made from, and i don't understand why? It's only certain units as well, but there's about 3 that do it and they are all different so i don't think it's the type of units, orc kodo beast, creep mur'lock & that nightelf guy that turns into a crow, they are the offending units, they have seperate buildings as well, so maybe the problems in the building. I just hope somebody knows why because it's really annoying because they cluster up and no more units can spawn or move.

trigger 1:

events-
Timer - Level1Timer expires

conditions -
none

actions -

unit group - order (units in (OrcKodoBarracks <gen> ) to train a Orc Kodo Beast


Trigger 2:

events -
a unit owned by player 11 (dark green) finishes training a unit

conditions -
(Unit-type of (trained unit)) equal to Orc Kodo Beast

actions -

unit - replace (trained unit with a Orc Kodo Beast using the old unit
unit - order (last replaced unit) to attack-move to (center of BottomRight <gen>)
02-24-2004, 07:26 AM#2
Newhydra
I've seen your question before, though I didn't pay attention to the answer. Do a search on these forums, it's answered somewhere...

It has something to do with guard positions...
02-24-2004, 08:55 AM#3
Cubasis
Hey

You have to disable guard position for that player, i don't really remember the action, i think it's Player - Sumtin.

Btw, what player are you using? cause you may get more problems if you're using Neutral Hostile

Cubasis
02-24-2004, 12:24 PM#4
Locoh8u
I did two things i removed devour from kodo beasts abilities (I know it doesn't seem like that would affect it) and i changed the trigger to...

Trigger 2:

events -
a unit owned by player 11 (dark green) finishes training a unit

conditions -
(Unit-type of (trained unit)) equal to Orc Kodo Beast

actions -

unit - replace (trained unit with a Orc Kodo Beast using the old unit
unit - AI - ignore (last replaced unit)' guard position (Note: I'm not sure if that's what you were referring to or not but it's all i could find.)
unit - order (last replaced unit) to attack-move to (center of BottomRight <gen> )


I'm not sure what fixed it, but either way they don't seem to be returning back anymore.

Thanks for the help.

That should be "AI - ignore (last replaced unit)'s guard position" btw.
02-24-2004, 03:13 PM#5
Cubasis
Yes

that's the action i was talking about

Cubasis