The first trigger works fine, there's a message that displays to confirm that it runs. The second trigger doesn't run at all with that event, I disabled all conditions to confirm that this is the case.
Then I believe that it's related with using a variable in the events, since they load at the start of the game, when they're empty.
You can allways run a periodic event as an alternative, that checks if the teleporters have units around them and teleport them automatically to their target
Yea, that event doesn't look like it would work. Usually regions have to be defined in some manner. Is the teleporter a specific unit type? If so, how about having the teleporter search for nearby units with either a behavior or an autocast ability. Then you could use the action effect used.
@NeroClaudiusDrusus: Go
That's how it's supposed to work preplaced units are already preloaded when it comes to triggers so you can have them as events at the start. If you want to dynamically add units to it you could use
I think the problem might be the event "unit 1 from unit group" try using something like "any unit from unit group" or "random unit from unit group" assuming each player can only have one teleporter. Else use the autocast ability on the teleporter like stated above
By your logic Unit 1 from Unit group would work then ><... IF there is only 1 unit guess what its unit 1!! This would not be the fix at all unless you had more then one unit in the group ( I would assume you still would want unit 1 then ) I make plenty of triggers like this it is not an issue at all.
I'm trying to make teleporters that can be created, but it doesn't work and I can't figure out what the issue is. I made this in triggers:
Trigger 1: Teleporter is Created
Then, a Move Unit trigger
What's the problem? I tried using two separate unit groups instead of one to solve the problem, but it did nothing.
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"The main reason Santa is so jolly is because he knows where all the bad girls live." - George Carlin
Does the first trigger run?
Try adding a "send message" action to ensure.
Maybe the created unit doesn't have the behavior while it's building.
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The first trigger works fine, there's a message that displays to confirm that it runs. The second trigger doesn't run at all with that event, I disabled all conditions to confirm that this is the case.
SCII Profile: http://us.battle.net/sc2/en/profile/2744634/1/Drusus/
"The main reason Santa is so jolly is because he knows where all the bad girls live." - George Carlin
Then I believe that it's related with using a variable in the events, since they load at the start of the game, when they're empty.
You can allways run a periodic event as an alternative, that checks if the teleporters have units around them and teleport them automatically to their target
Check out my kitbashes! Custom Campaign Initiative: Lots of great Custom Campaigns!! Check out and Support!!
Yea, that event doesn't look like it would work. Usually regions have to be defined in some manner. Is the teleporter a specific unit type? If so, how about having the teleporter search for nearby units with either a behavior or an autocast ability. Then you could use the action effect used.
I'll try a periodic event. Interestingly, this worked just fine when I used a placed unit on the map instead of unit groups.
SCII Profile: http://us.battle.net/sc2/en/profile/2744634/1/Drusus/
"The main reason Santa is so jolly is because he knows where all the bad girls live." - George Carlin
@NeroClaudiusDrusus: Go That's how it's supposed to work preplaced units are already preloaded when it comes to triggers so you can have them as events at the start. If you want to dynamically add units to it you could use
It'd be a custom script line in an action. You can use
for the unitref.
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My guide to the trigger editor (still a work in progress)
I think the problem might be the event "unit 1 from unit group" try using something like "any unit from unit group" or "random unit from unit group" assuming each player can only have one teleporter. Else use the autocast ability on the teleporter like stated above
@joey101d: Go
By your logic Unit 1 from Unit group would work then ><... IF there is only 1 unit guess what its unit 1!! This would not be the fix at all unless you had more then one unit in the group ( I would assume you still would want unit 1 then ) I make plenty of triggers like this it is not an issue at all.
@Ash4meD: Go
it doesnt make sense to me either but it actually has worked for me before o.O