I modified calldown mule ability deleting the effect ''create unit'' so it does nothing and made trigger to create drop pod with the current cargo of caster.
Events
Unit - Any Unit uses Orbital Command - Calldown: MULE at Generic1 - Any stage (Ignore shared abilities)
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in (Cargo units in (Triggering unit))) != 0
Then
Campaign - Create Zerg drop pod at (Triggering ability target point) with (Cargo units in (Triggering unit)) (Wait until it finishes)
Else
UI - Display "No units inside the Droppod Launche..." for (Player group((Triggering player))) to Error area
It doesn't launch the trigger and I have tried several stages but it doesn't even say there are no units inside it.
Thanks in advance if someone can help me with this. :D
Do you know if your trigger is firing at all? I'd try throwing a test action in there like "display text message" to confirm that it's actually going through. Try placing it at different parts of the trigger to see where it's failing.
Events
Unit - Any Unit uses Orbital Command - Calldown: MULE at Effect5 - Finish stage (Ignore shared abilities)
Local Variables
group = (Empty unit group) <Unit Group>
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in (Cargo units in (Triggering unit))) != 0
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in (Cargo units in (Triggering unit))) >= 1
Then
Unit - Create 1 (Unit type of (Cargo unit in (Triggering unit) at slot 1)) for player (Triggering player) at (Position of (Triggering unit)) using default facing (No Options)
Unit Group - Add (Last created unit) to group
Unit - Remove (Cargo unit in (Triggering unit) at slot 1) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in (Cargo units in (Triggering unit))) >= 2
Then
Unit - Create 1 (Unit type of (Cargo unit in (Triggering unit) at slot 2)) for player (Triggering player) at (Position of (Triggering unit)) using default facing (No Options)
Unit Group - Add (Last created unit) to group
Unit - Remove (Cargo unit in (Triggering unit) at slot 2) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in (Cargo units in (Triggering unit))) >= 3
Then
Unit - Create 1 (Unit type of (Cargo unit in (Triggering unit) at slot 3)) for player (Triggering player) at (Position of (Triggering unit)) using default facing (No Options)
Unit Group - Add (Last created unit) to group
Unit - Remove (Cargo unit in (Triggering unit) at slot 3) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in (Cargo units in (Triggering unit))) >= 4
Then
Unit - Create 1 (Unit type of (Cargo unit in (Triggering unit) at slot 4)) for player (Triggering player) at (Position of (Triggering unit)) using default facing (No Options)
Unit Group - Add (Last created unit) to group
Unit - Remove (Cargo unit in (Triggering unit) at slot 4) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in (Cargo units in (Triggering unit))) >= 5
Then
Unit - Create 1 (Unit type of (Cargo unit in (Triggering unit) at slot 5)) for player (Triggering player) at (Position of (Triggering unit)) using default facing (No Options)
Unit Group - Add (Last created unit) to group
Unit - Remove (Cargo unit in (Triggering unit) at slot 5) from the game
Else
Campaign - Create Zerg drop pod at (Triggering ability target point) with group (Wait until it finishes)
Unit Group - Remove all units from group
Else
UI - Display "No units inside the Droppod Launche..." for (Player group((Triggering player))) to Error area
It's damn long but it works. It drops 5 units from the droppod launcher to the target location. And I did put ''create unit'' effect back to the calldown mule but made the effect do nothing. Also modified all units cargo space to 1.
Edit: It doesn't save kills or anything any better way to do it without removing the unit and creating it again?
I modified calldown mule ability deleting the effect ''create unit'' so it does nothing and made trigger to create drop pod with the current cargo of caster.
Events
Unit - Any Unit uses Orbital Command - Calldown: MULE at Generic1 - Any stage (Ignore shared abilities)
Local Variables
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in (Cargo units in (Triggering unit))) != 0
Then
Campaign - Create Zerg drop pod at (Triggering ability target point) with (Cargo units in (Triggering unit)) (Wait until it finishes)
Else
UI - Display "No units inside the Droppod Launche..." for (Player group((Triggering player))) to Error area
It doesn't launch the trigger and I have tried several stages but it doesn't even say there are no units inside it.
Thanks in advance if someone can help me with this. :D
Bump
Bump :(
@BloodClud: Go
Do you know if your trigger is firing at all? I'd try throwing a test action in there like "display text message" to confirm that it's actually going through. Try placing it at different parts of the trigger to see where it's failing.
@Chiquihuite:
Got it to work with this trigger
Events
Unit - Any Unit uses Orbital Command - Calldown: MULE at Effect5 - Finish stage (Ignore shared abilities)
Local Variables
group = (Empty unit group) <Unit Group>
Conditions
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in (Cargo units in (Triggering unit))) != 0
Then
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in (Cargo units in (Triggering unit))) >= 1
Then
Unit - Create 1 (Unit type of (Cargo unit in (Triggering unit) at slot 1)) for player (Triggering player) at (Position of (Triggering unit)) using default facing (No Options)
Unit Group - Add (Last created unit) to group
Unit - Remove (Cargo unit in (Triggering unit) at slot 1) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in (Cargo units in (Triggering unit))) >= 2
Then
Unit - Create 1 (Unit type of (Cargo unit in (Triggering unit) at slot 2)) for player (Triggering player) at (Position of (Triggering unit)) using default facing (No Options)
Unit Group - Add (Last created unit) to group
Unit - Remove (Cargo unit in (Triggering unit) at slot 2) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in (Cargo units in (Triggering unit))) >= 3
Then
Unit - Create 1 (Unit type of (Cargo unit in (Triggering unit) at slot 3)) for player (Triggering player) at (Position of (Triggering unit)) using default facing (No Options)
Unit Group - Add (Last created unit) to group
Unit - Remove (Cargo unit in (Triggering unit) at slot 3) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in (Cargo units in (Triggering unit))) >= 4
Then
Unit - Create 1 (Unit type of (Cargo unit in (Triggering unit) at slot 4)) for player (Triggering player) at (Position of (Triggering unit)) using default facing (No Options)
Unit Group - Add (Last created unit) to group
Unit - Remove (Cargo unit in (Triggering unit) at slot 4) from the game
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Number of Living units in (Cargo units in (Triggering unit))) >= 5
Then
Unit - Create 1 (Unit type of (Cargo unit in (Triggering unit) at slot 5)) for player (Triggering player) at (Position of (Triggering unit)) using default facing (No Options)
Unit Group - Add (Last created unit) to group
Unit - Remove (Cargo unit in (Triggering unit) at slot 5) from the game
Else
Campaign - Create Zerg drop pod at (Triggering ability target point) with group (Wait until it finishes)
Unit Group - Remove all units from group
Else
UI - Display "No units inside the Droppod Launche..." for (Player group((Triggering player))) to Error area
It's damn long but it works. It drops 5 units from the droppod launcher to the target location. And I did put ''create unit'' effect back to the calldown mule but made the effect do nothing. Also modified all units cargo space to 1.
Edit: It doesn't save kills or anything any better way to do it without removing the unit and creating it again?