hi,
i want to ask what could be the matter that all the outputs get written by there param ID and not by their name
E.g. Round 1 i get param/blablabla
a other Question is i made a trigger for the AI which says that the unitgroup A shall attack any unit in unitgroup B the problem is the AI only attacks one unit and stops than.
Is there a way to tell the AI to attack any unit which attacks the AI and any unit still left from group B
I am not sure what you mean by your first question, but as for the second question. One thing you can do is have unitgroup A attack move to position of any unit in unitgroup B. The only problem is, if one unit in unitgroup B is on the top of the map, and the rest of unitgroup B is at the bottom, unitgroup A could end up attacking the single unit at the top of the map. If unitgroup B should never be split up like that, this method should work fine.
Another possible option is to have a while loop that runs while unitgroup B and unitgroup A is not empty and have unitgroup A attack any unit in unitgroup B until unitgroup B is empty (ie. unitgroup B all died out). You need to check if unitgroup A is empty because if unitgroup A ends up dying instead of unitgroup B, you will end up getting error messages otherwise.
You would also need certain wait conditions though. I believe there are some wait until conditions, but I don't have access to the editor and can't say for sure. Without the wait conditions, your loop would be constantly running the attack order.
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hi, i want to ask what could be the matter that all the outputs get written by there param ID and not by their name E.g. Round 1 i get param/blablabla
a other Question is i made a trigger for the AI which says that the unitgroup A shall attack any unit in unitgroup B the problem is the AI only attacks one unit and stops than. Is there a way to tell the AI to attack any unit which attacks the AI and any unit still left from group B
@bookerTier: Go
I am not sure what you mean by your first question, but as for the second question. One thing you can do is have unitgroup A attack move to position of any unit in unitgroup B. The only problem is, if one unit in unitgroup B is on the top of the map, and the rest of unitgroup B is at the bottom, unitgroup A could end up attacking the single unit at the top of the map. If unitgroup B should never be split up like that, this method should work fine.
Another possible option is to have a while loop that runs while unitgroup B and unitgroup A is not empty and have unitgroup A attack any unit in unitgroup B until unitgroup B is empty (ie. unitgroup B all died out). You need to check if unitgroup A is empty because if unitgroup A ends up dying instead of unitgroup B, you will end up getting error messages otherwise. You would also need certain wait conditions though. I believe there are some wait until conditions, but I don't have access to the editor and can't say for sure. Without the wait conditions, your loop would be constantly running the attack order.