im done with the trigger system its prob the gayest thing ever made. just one bug after another if its not flawless. here u guys go now ima sit back and enjoy the game instead of wasting hours on nothing. for instance killing units causing a trigger to run multiple times as high as 100 times instead of 1.
the code is in the screen shot to lazy to type it.
also player 0 = nuetral
player 3 is computer just change the comps number to w/e
also on the map spawn 1 nuetral unit and 1 point unit is start and point is the finish then update the code with the points.
Isn't it possible to capture the unit being queued instead, and then checking if that would make pathing impossible? It's a more elegant solution, unless you like exploding buildings (which really comes with its own charm I might add, I think have a scenic explosion when a player fucks up is the elegant solution for my map at least, but just pointing it out).
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
im done with the trigger system its prob the gayest thing ever made. just one bug after another if its not flawless. here u guys go now ima sit back and enjoy the game instead of wasting hours on nothing. for instance killing units causing a trigger to run multiple times as high as 100 times instead of 1.
the code is in the screen shot to lazy to type it.
also player 0 = nuetral player 3 is computer just change the comps number to w/e
also on the map spawn 1 nuetral unit and 1 point unit is start and point is the finish then update the code with the points.
@evil0z: Go
thanx for that very usefull :D
@Adelios: Go
Isn't it possible to capture the unit being queued instead, and then checking if that would make pathing impossible? It's a more elegant solution, unless you like exploding buildings (which really comes with its own charm I might add, I think have a scenic explosion when a player fucks up is the elegant solution for my map at least, but just pointing it out).