I'm struggling creating a trigger that can stop any units in region one attacking any units in region 2. If they move out of the region they can attack. If they see a unit that is not in region 2 then they can attack, but if they are in region 1 and see units in region 2 they can not attack.
This is the best i've got and it does not work.
Conditions
((Triggering unit) is in Left wall 1) == (( Attack targeting (Unit attached to Right wall 1)) is valid for (Triggering unit))
Actions
Unit - Disable the Attack ability for (Triggering unit)
It is obvious it does not work but i'm struggling with this one.
I don't think you'd need to pick the unit. Just say that when a unit enters a region then do the action.
You can use "last created unit" that's useful for a lot of things when selecting a unit to command or issue an action.
For the entering a region part I use this to issue orders to units in the region.
Unit - Order all units in (Any units in Group 2 owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) to ( Attack targeting (Center of Group 1)) (Replace Existing Orders)
That action will issue an order to all unit in the specified region(group 1) to attack move to my other region(group 2). You can put that on a loop. always make sure your loop contains a wait command otherwise it will fail because it executes too quickly.
Nope, you can even shoot through high cliffs if you have LOS on the other side. Will take a quick look at triggers now. Possibly creating regoins where you can not fire ranged through.
I can't believe such an important and simple aspect has been overlooked.
But in a lot maps in the campaign there are walls and objects you cant fire though. There must be a way, it is such a simple change not to allow units to shoot through an object i'd be stunned if there isn't a way to simply flag the building as "blocking ranged attacks".
I'll likely have to use cliffs. Who don't allow you to shoot through i believe.
What I mean is, I created a wall using the "metalwall" doodad. It block LOS and pathing, but if i fly and observer overhead the units on both sides of the wall will fire THROUGH the wall. I want to stop units being able to fire through the wall.
I added some doodads to my map called "metal wall" and I added pathing/LOS blockers so units won't walk throught he doodad. However i'm having the problem that when an observer is overhead my units will fire THROUGH the wall. How can I make it a full structure that blocks LOS, pathing and stops units shooting through ti as if it was thin air?
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Keep em coming, it's the same details that take so long most of the time.
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I'm struggling creating a trigger that can stop any units in region one attacking any units in region 2. If they move out of the region they can attack. If they see a unit that is not in region 2 then they can attack, but if they are in region 1 and see units in region 2 they can not attack.
This is the best i've got and it does not work.
Conditions ((Triggering unit) is in Left wall 1) == (( Attack targeting (Unit attached to Right wall 1)) is valid for (Triggering unit)) Actions Unit - Disable the Attack ability for (Triggering unit)
It is obvious it does not work but i'm struggling with this one.
0
I don't think you'd need to pick the unit. Just say that when a unit enters a region then do the action.
You can use "last created unit" that's useful for a lot of things when selecting a unit to command or issue an action.
For the entering a region part I use this to issue orders to units in the region.
Unit - Order all units in (Any units in Group 2 owned by player Any Player matching Excluded: Missile, Dead, Hidden, with at most Any Amount) to ( Attack targeting (Center of Group 1)) (Replace Existing Orders)
That action will issue an order to all unit in the specified region(group 1) to attack move to my other region(group 2). You can put that on a loop. always make sure your loop contains a wait command otherwise it will fail because it executes too quickly.
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@Pokemeplx: Go
New action > Player Groups > pick each player in player group
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Nope, you can even shoot through high cliffs if you have LOS on the other side. Will take a quick look at triggers now. Possibly creating regoins where you can not fire ranged through.
I can't believe such an important and simple aspect has been overlooked.
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@s3rius: Go
But in a lot maps in the campaign there are walls and objects you cant fire though. There must be a way, it is such a simple change not to allow units to shoot through an object i'd be stunned if there isn't a way to simply flag the building as "blocking ranged attacks".
I'll likely have to use cliffs. Who don't allow you to shoot through i believe.
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You need to find the actions he/she pointed out.
Pick all player sis under playergroups.
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@RockJohnAxe: Go
But what if I have 1 unit on the other side of the wall near some enemies. all my other units on the other side will fire through the wall.
Surely a doodad can act like a structure and stop units firing through them.
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@urashimakt: Go
What I mean is, I created a wall using the "metalwall" doodad. It block LOS and pathing, but if i fly and observer overhead the units on both sides of the wall will fire THROUGH the wall. I want to stop units being able to fire through the wall.
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Can anyone help me please?
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How cna I place a doodad like a wall and stop units from walking through/shooting through it?
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I added some doodads to my map called "metal wall" and I added pathing/LOS blockers so units won't walk throught he doodad. However i'm having the problem that when an observer is overhead my units will fire THROUGH the wall. How can I make it a full structure that blocks LOS, pathing and stops units shooting through ti as if it was thin air?