| 12-07-2007, 12:26 AM | #1 |
Hi guys, my first post, I've just started doing my first custom maps for wc3, and theres still quite alot I don't understand (loving the tutorials here btw) I have been making my own version of a well played custom map (Stronghold, original concept by deadevil i think) I have pretty much got the entire thing done now from the ground up. Theres just one bug I can't figure out for the life of me how to fix. When Units are spawned they follow the movement path I've created using the following triggers Trigger: ![]() Events
![]() Unit - A unit enters Spawn Region <gen>
![]() Conditions
![]() Actions
![]() Unit - Order (Entering unit) to Move To (Center of Region1 <gen>)thats all fine, but what do I need to do to stop my Tower Builder from being issued the same movement order when it passes over Region1 Thanks in advance /cheeky |
| 12-07-2007, 03:17 AM | #2 |
You want to add something to conditions about that. Unit type comparison Unit type of entering unit not equal to tower builder |
| 12-07-2007, 06:55 AM | #3 |
Trigger: ![]() Events
![]() Unit - A unit enters Spawn Region <gen>
![]() Conditions
![]() (Owner of (Entering unit)) Equal to Bad Guys
![]() Actions
![]() Unit - Order (Entering unit) to Move To (Center of Region1 <gen>) |
| 12-07-2007, 09:38 AM | #4 |
Trigger: ![]() Events ![]() Unit - A unit enters Spawn Region1 <gen>![]() Conditions ![]() Actions ![]() your actionsYou want say you has a trigger like that , and don't want the unit to run the trigger ? then use custom value and conditions integer |
| 12-07-2007, 01:16 PM | #5 |
| 12-07-2007, 01:38 PM | #6 |
please, dont use "Do nothing", as it really doesnt do anything but consuming Flops of your CPU. you're leaking a Location Variable, too. This should help avoiding that leak. What you basically do here is storing a point into a global variable, so you dont have to dynamically create it during the execution of that "Order Unit ... ". And after you used that point you remove/destroy it so other functions/triggers may use that variable too. |
| 12-07-2007, 03:33 PM | #7 |
do nothing is very useless but it make your code more easy to reading (in gui ) |
| 12-08-2007, 01:59 AM | #8 | |
Quote:
Thank you for your explaination on leaks, as I said this is my first creation so I'm still learning quite alot. Found this answer very helpful, so thanks. added reps to those that have helped :) /cheeky |
| 12-09-2007, 12:20 AM | #9 |
urgs, made a mistake. I'm sorry. heres the corrected one: Trigger: Actions
![]() If (All Conditions are True) then do (Then Actions) else do (Else Actions)
|
| 12-09-2007, 10:17 AM | #10 |
Thanks again Deaod, I figured what what had meant to do in the first answer :) /cheeky |
