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Move Unit Order Acting Up

06-18-2006, 02:42 AM#1
Rising_Dusk
Collapse JASS:
call IssuePointOrder(udg_panda_Merchant, "move", 2000, 3500)

I've tested the global unit with an "attack" point order and it works, and I know the coordinates are on the map (I've tested that with the attack order too), but I don't want the unit to attack a position.
I want him to move to it.

So I tried adding this "move" in there instead of "attack", and now he doesn't do anything at all.
Is there something I'm missing here?
06-18-2006, 05:04 AM#2
PipeDream
That line by itself is definitely correct. Show us more.
06-18-2006, 05:16 AM#3
Rising_Dusk
Well, it's weird, that's the order?
I could have sworn I was doing something wrong.

Let me test it again... Stupid panda...

Collapse JASS:
function Panda_MidRight_Motion takes nothing returns nothing
    local timer run = GetExpiredTimer()
    local timer newrun = CreateTimer()
    
    set udg_panda_MotionSensor = 5
    call UnitRemoveAbility(udg_panda_Merchant, 'Aneu')
    call SetUnitPathing(udg_panda_Merchant, false)
    call IssuePointOrder(udg_panda_Merchant, "move", 2000, 3500)
    call PauseTimer(run)
    call DestroyTimer(run)
    call TimerStart(newrun, 132.0, false, function Panda_Top_Motion)
    
    set newrun = null
    set run = null
endfunction

There are four instances of this function, all do the same thing with modified values and such.
I really don't know what else to put... The Panda can "attack" a spot, but he can't "move" to the same spot.
I know he can move too, I just tested it.

Hmmmph...
06-18-2006, 05:57 AM#4
PipeDream
Still looks fine. Do you have any triggers that run on move orders? Try "smart" as a band aid.
06-18-2006, 06:51 AM#5
vile
Listen, I think there is a weird bug with coordinates.

The other day I was fiddling with creating a floating text using coordinates, and for some weird reason, there were 4 to be created, and only 2 were created.

When I changed the coordinates, trying to play with them at different spots at the map, on some spots it worked, and on some it just didnt show anything, even though the script was fine, hence the fact that it showed on different places.

Just telling you this before you try to break your head with this.
I didnt find a solution and therefore I gave up on that feature.

I'm not sure if this is the same with move orders, but according to your report, your script is fine and it works for no reason other than using coordinates.

You say that "attack" works, and "move" doesnt work, perhaps "move" is colliding with that thing.

I just felt I had to say that, when using coordinates, even though some of you may think its stupid.
06-18-2006, 07:11 AM#6
PipeDream
Text tags are one of the weird handles. For example you can only have 100 at a time*. This is probably related to your problem, vile.
06-18-2006, 07:15 AM#7
blu_da_noob
Have you tried using the OrderId counterpart?
06-18-2006, 03:57 PM#8
Rising_Dusk
Hmm...
Thanks for the insight guys, I don't use these 'move' orders anywhere else really, so I really don't know what was doing this.

I tested with "smart" and it appears to work fine, so that solved that bit of the issue.
However, it still bugs me why "move" wouldn't work.