| 07-06-2002, 12:42 PM | #1 |
Guest | This is a copy paste from's Mr.123's Tower defence forum i shall get help here, he said:) "I had a question concerning something i write so i decided i might as well post it here... I was writing a code for a "Heroes(the game)" based combat system what i was doing is a timer of 6 secs for every unit to move, then it comes back in the direction from which it came however, i can't seem to find a command of something like "on player unit - stop" i wanted to pause the timer once the unit stops, and resume it ones it continues but as i said, i can't find the on unit stop command. ( i tried the unit ordered "stop" in the condition part. didnt seem to work either) thanx:) Vlad Shulman " |
| 07-06-2002, 03:29 PM | #2 |
In order to make the unit stop is: Unit - Issue order with no target - action If you are trying to make ur hero get back from a specific point when it moves, then you should make something like this: E: unit owned by (player) is issued an (order targeting a point) C: (Ordered unit) is a hero (equal to) (true) A: wait 6 seconds order (ordered unit) to move to <theregion> if u want to make a checker do this: make a variable that would represent the player hero then, E: Every 6 secs C: <Hero Variable> is in <theregion> not equal to true A: order <Hero Variable> to move to <theregion> |
| 07-06-2002, 04:28 PM | #3 |
Guest | Let me re-explain... i want simply this: Event: On unit stop. which i can't find:\ |
| 07-06-2002, 04:39 PM | #4 |
sorry didnt really understand... but try this instead unit owned by (player) is issued an order with no target it will be either hold position or stop, but i cant tell whether u can specifically identify the "order with no target". |
| 07-06-2002, 06:23 PM | #5 |
Guest | order comparision (issued order) is equal to order(stop) |
| 07-06-2002, 09:34 PM | #6 |
Guest | i will probably write a different code or dont do it at all cause there is just no way to make it work like i want. there is no event: on unit action: stop / on unit action hold position - events... 2bad:\ |
| 07-06-2002, 10:29 PM | #7 |
Yes there is. Event Unit is given an order with no target Condition order is order(stop) Action .... |
| 07-07-2002, 02:30 AM | #8 |
I think maybe he means when the unit stops by itself (gets where it is going) and not when a unit is given the order to stop. To do this you would need to move a region to the target of a move order (which can have a point or an object target), and then test for when the unit gets to the region (which should be small so it wont enter the region before it actually gets there). |
| 07-07-2002, 06:41 AM | #9 |
In case what you want is what Extrarius is suggesting, here's how you'd do it: Event Unit is given an order with target Conditions order is move or attack move Action Center region on target set moveunit = triggering unit Event Unit enters region Condition Triggering unit == moveunit Action Center region back somewhere where another unit won't step on it. do stuff |
| 07-07-2002, 02:22 PM | #10 | ||
Guest | Quote:
That's what i meant:) Quote:
think i tried it, but i'll try again. 10x |
| 07-07-2002, 06:38 PM | #11 |
Guest | if u tried to make an event unit enters region it will only activate on the ORIGINAL location of the region no matter where you move the region later on you'll notice all events works liek that ie: you can't make an event that occurs on a unit that hasn't been made yet etc.. what you COULD do is use the Unit within range event, and set it on a unit(premade), then move the unit around. you can record in a variable the position of a unit tho when it makes its move order, so u know where to move it back.. |
| 07-07-2002, 11:56 PM | #12 |
Well, if the event wont trigger on a moved region, just use a periodic event with the condition "<region> contains <unit>" I know that works as I use it in a map I'm currently working on |
| 07-08-2002, 01:20 AM | #13 |
Umm.... I know for a fact, I've did this in my CTF map -- that moved regions WILL work. I have no idea why you think otherwise. Unless the retail changed this (which wouldn't make any sense) unit enters region should work on moved regions in their new location. |
