You don't need to make a unit group of all the cows (unless you continue to use that group later of course). Also, "pick each unit in last created", that shouldn't work, right? You didn't use the create unit action. I assume this was the thing you fixed to get it working.
Oh yeah, that is what was wrong. Don't know how I missed that so many times.
So, in continuation of my galaxy editor learning process, now that I got that trigger to work I've scrapped it and I'm trying another method. Not really related, but it should be kind of cool if I get it working. I'm basically setting up an array of points around each cow and setting up functions to return a desirability value for each of these points based on said point's proximity to various positive (food, other cows) or negative (cowboy, zergling) units. The unit will then move to the most desirable point. If it works, this should allow much more freedom and adaptability, and will be more elegant than a different function for herd movement, fleeing, eating, etc. If you're interested, I'll let you know how it works out.
I briefly considered the idea of cows moving as a group since as it is now, herding would be somewhat tedious / difficult since a group of cows would scatter when you try to "push" them in a direction. You'd have to move around zig zagging a lot to keep them in a natural formation. But if the cows direction were influenced by other cows and even wanting drawn go to fertile ground... Yeah, would definitely be be cool to see that in action.
You don't need to make a unit group of all the cows (unless you continue to use that group later of course). Also, "pick each unit in last created", that shouldn't work, right? You didn't use the create unit action. I assume this was the thing you fixed to get it working.
And... nitpicking here but, what exactly does the wait in your Flee Action do? Nothing ever happens afterwards. :-)
@Berrala: Go
Oh yeah, that is what was wrong. Don't know how I missed that so many times. So, in continuation of my galaxy editor learning process, now that I got that trigger to work I've scrapped it and I'm trying another method. Not really related, but it should be kind of cool if I get it working. I'm basically setting up an array of points around each cow and setting up functions to return a desirability value for each of these points based on said point's proximity to various positive (food, other cows) or negative (cowboy, zergling) units. The unit will then move to the most desirable point. If it works, this should allow much more freedom and adaptability, and will be more elegant than a different function for herd movement, fleeing, eating, etc. If you're interested, I'll let you know how it works out.
I briefly considered the idea of cows moving as a group since as it is now, herding would be somewhat tedious / difficult since a group of cows would scatter when you try to "push" them in a direction. You'd have to move around zig zagging a lot to keep them in a natural formation. But if the cows direction were influenced by other cows and even wanting drawn go to fertile ground... Yeah, would definitely be be cool to see that in action.