attack-move triggering

For fulfilled maps that most likely don't work on the latest patch (1.24 or later).

Moderator: Cheaters

X-Angel
Junior Member
Posts: 29
Joined: October 19th, 2007, 1:41 am

attack-move triggering

Post by X-Angel »

Can anyone tell me how to do a spawn triggering that makes the unit go precisely to the target point. I am trying to use an LOTR hero siege spawn/moving method,but since i do not know JASS i do not know how to do it, my GUI method is making the units run into the walls and going back into their original spawn place. Thank you for your time.

http://www.epicwar.com/maps/34563/

there is LOTR hero siege if anyone needs to see how the triggering is done
User avatar
Xantan
Honorary wc3edit.net Traitor
Posts: 2507
Joined: February 1st, 2007, 4:11 pm
Location: NEVADA

Re: attack-move triggering

Post by Xantan »

Can I see your gui code that sort of worked but not really? maybe we can fix it...
X-Angel
Junior Member
Posts: 29
Joined: October 19th, 2007, 1:41 am

Re: attack-move triggering

Post by X-Angel »

okay here is the trigger:

Event-
Periodic Event- Every 5.00 seconds of game time
(I didn't put a condition)
Action- Create one <unit>
Order last created unit to move to <point>

and that's all I put. I don't know if there is supposed to be a condition, and the point I am making the units go to is a building.

Thank you for your time.
DL.PIGGY
Newcomer
Posts: 15
Joined: May 30th, 2007, 4:19 pm

Re: attack-move triggering

Post by DL.PIGGY »

X-Angel wrote:Can anyone tell me how to do a spawn triggering that makes the unit go precisely to the target point. I am trying to use an LOTR hero siege spawn/moving method,but since i do not know JASS i do not know how to do it, my GUI method is making the units run into the walls and going back into their original spawn place. Thank you for your time.
Taking your exact request to be this, and having no other idea what other things u may need:

Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Set Temp_Point = (Position of (XXX)) <--- where ur units are created.
Unit - Create 1 Footman for Player 1 (Red) at Temp_Point facing Default building facing degrees
Set Temp_Point2 = (Position of (Building)) <--- Your building as you stated.
Unit - Order (Last created unit) to Move To (Temp_Point2)
Custom script: call RemoveLocation(udg_Temp_Point)
Custom script: call RemoveLocation(udg_Temp_Point2)
X-Angel
Junior Member
Posts: 29
Joined: October 19th, 2007, 1:41 am

Re: attack-move triggering

Post by X-Angel »

hey thanks i'll go see if it works or not
X-Angel
Junior Member
Posts: 29
Joined: October 19th, 2007, 1:41 am

Re: attack-move triggering

Post by X-Angel »

sorry, but this trigger doesn't seem to work, is there anything else that I can try?
DL.PIGGY
Newcomer
Posts: 15
Joined: May 30th, 2007, 4:19 pm

Re: attack-move triggering

Post by DL.PIGGY »

Exactly what isnt working? spawning of units, moving of units? others?
User avatar
Xantan
Honorary wc3edit.net Traitor
Posts: 2507
Joined: February 1st, 2007, 4:11 pm
Location: NEVADA

Re: attack-move triggering

Post by Xantan »

heres what he wants:

event: a unit is issued an order targeting a point
actions: if: issued order comparison equal to MOVE // then do: // Unit --> Move Unit Instantly to ordered point of issued order

so:

you right click somewhere and teleport there I think? idk lol

attack and you teleport maybe, idk i didn't read it again since last time.
X-Angel
Junior Member
Posts: 29
Joined: October 19th, 2007, 1:41 am

Re: attack-move triggering

Post by X-Angel »

its the moving of units, they are just walking into the hill and then going back to the place the spawned at