set udg_l = GetRectCenter(udg_regFinish[GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit()))]) call IssuePointOrderLocBJ( GetLastCreatedUnit(), "move", udg_l )
Spoiler:
xkiska wrote:BARTIMEAUS is more understandable then u
Senethior459 wrote:Wow, Dream Theatre reminds me of Dragonforce, but with real skill.
Ozzapoo wrote:We laughed, we cried. Trashed.
FatherSpace: You don't find smart chicks hawt? GeorgeMots: not anymore, im fed up with that kind of girls FatherSpace: lol FatherSpace: What happened? GeorgeMots: most smart girls find out that i date/do/see other girls.... FatherSpace: ... FatherSpace: So monogamy is your enemy?
Bartimaeus: Hmm, well, I hope my sister hasn't been kidnapped. FatherSpace: What happened, Bart? Bartimaeus: She walked out of the house saying that she was going over to some friends, and it's been like two hours, and my mom is trying to get a hold of her, which she's been unable to. Bartimaeus: I can also hear three car alarms going off. GeorgeMots: how old is she? Bartimaeus: I haven't a clue. Probably 17. UndeadxAssassin: wut AbusivePie: You don't know how old your sister is? Bartimaeus: Nope. UndeadxAssassin: Epic fail GeorgeMots: is she cute??
Bartimaeus: So, uh, how about you get into the Christmas spirit and put that avatar on before I do it myself and take away your bloody avatar-changin' rights?
UndeadxAssassin: If I thought of a random one... UndeadxAssassin: Like.... UndeadxAssassin: I'll get back to you on that
Nope play the map, they fallow an entire pathing, that trigger creates the unit and orders him to move to l. l if you look at the map is the last region for each player, so somehow the units move around the path with only having that, theres no pathing blockers theres only 12 regions 10 ends and 2 remove Invulnerability
Jass form - set udg_l = GetRectCenter(udg_regFinish[GetConvertedPlayerId(GetOwningPlayer(GetEnumUnit()))]) GUI Form - Set l = (Center of regFinish[(Player number of (Owner of (Picked unit)))])
Heres the trigger you posted in the form it is in the map. See it dosn't make the 14 movements that the units make
spnCreeps Events Time - Every 0.75 seconds of game time Conditions crepCount[level] Greater than 0 Actions Set ug = (Units of type DoomBringers Portal) Unit Group - Pick every unit in ug and do (Actions) Loop - Actions Set l = (Position of (Picked unit)) Unit - Create 1 crepType[level] for Player 12 (Brown) at l facing Default building facing degrees Unit - Make (Last created unit) Invulnerable Unit Group - Add (Last created unit) to creeps Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Picked unit))) Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Human\MassTeleport\MassTeleportCaster.mdl Special Effect - Destroy (Last created special effect) Custom script: call RemoveLocation(udg_l) Set l = (Center of regFinish[(Player number of (Owner of (Picked unit)))]) Unit - Order (Last created unit) to Move To l Custom script: call RemoveLocation(udg_l) Custom script: call DestroyGroup(udg_ug) Set crepCount[level] = (crepCount[level] - 1)
Edit: There are 10 Pathing blockers 1 per player, So one per path 14 moves per path WTF? How does this work...