i could not find a condition for the units in the area but because the units were being selected and moved by the action. just one little bug now when a drop ship leaves it drops all the units inside not a huge deal since I don't expect any one to play but would be nice to fix.
Ok, I think I may not be understanding entirely what you want, but I think that you want to move all selected units in Region 009 to Point 004 when the player types "dock." You probably want to exclude the Battlecruiser itself and any buildings (which are a type of unit). I've attached another attempt. Type dock 2 to run the trigger. Here's what we've got:
Event: Same as last time.
Actions:
Unit Group - Pick each unit in (Any units in Region 009 owned by player 1 matching Excluded: Structure, Missile, Dead, Hidden, with at most Any Amount) and do (Actions) This tells us the engine that we're going to do something to every unit in Region 009
General - If (Conditions) then do (Actions) else do (Actions) By default, we would perform an action on every unit, but we don't want that. So we use "If Then Else."
If
((Picked unit) is selected by player 1) == True
(Unit type of (Picked unit)) != Battlecruiser We use two conditions here, one that makes sure the unit is picked, one to make sure it's not a Battlecruiser.
Then
Unit - Move (Picked unit) instantly to Point 004 (No Blend) Pretty self-explanatory.
Else If it doesn't meet those conditions, don't do anything.
One more quick thing. You use a trigger to attach that region to the battlecruiser every .001 seconds.
Some things about that approach:
1. My friend and colleague SCBroodSC2 has been on my case a lot about this kinds of trigger—it uses a lot of processing power to keep doing something that frequently.
2. You only need to attach once, I believe.
Personally, if that's the only use for the region, I'd just move it when the trigger fires.
@dmenmonster: Go
Oh! Sorry that I didn't understand that part. How'd you end up working it out?
@LucidIguana: Go
i could not find a condition for the units in the area but because the units were being selected and moved by the action. just one little bug now when a drop ship leaves it drops all the units inside not a huge deal since I don't expect any one to play but would be nice to fix.
How I got it to enter:
trigger 1
events
actions
trigger dock units
conditions
actions
trigger 2
actions
<<reply 2602487="">>
Ok, I think I may not be understanding entirely what you want, but I think that you want to move all selected units in Region 009 to Point 004 when the player types "dock." You probably want to exclude the Battlecruiser itself and any buildings (which are a type of unit). I've attached another attempt. Type dock 2 to run the trigger. Here's what we've got:
Event: Same as last time.
Actions:
Unit Group - Pick each unit in (Any units in Region 009 owned by player 1 matching Excluded: Structure, Missile, Dead, Hidden, with at most Any Amount) and do (Actions)
This tells us the engine that we're going to do something to every unit in Region 009
General - If (Conditions) then do (Actions) else do (Actions)
By default, we would perform an action on every unit, but we don't want that. So we use "If Then Else."
If
((Picked unit) is selected by player 1) == True
(Unit type of (Picked unit)) != Battlecruiser
We use two conditions here, one that makes sure the unit is picked, one to make sure it's not a Battlecruiser.
Then
Unit - Move (Picked unit) instantly to Point 004 (No Blend)
Pretty self-explanatory.
Else
If it doesn't meet those conditions, don't do anything.
One more quick thing. You use a trigger to attach that region to the battlecruiser every .001 seconds.
Some things about that approach:
1. My friend and colleague SCBroodSC2 has been on my case a lot about this kinds of trigger—it uses a lot of processing power to keep doing something that frequently.
2. You only need to attach once, I believe.
Personally, if that's the only use for the region, I'd just move it when the trigger fires.
@LucidIguana: Go
ok thats a great idea