It's impossible to add both of the orders immediately (even in a queue) since a burrowed unit can't be ordered to move (and it's still burrowed when the game tries to issue the order). Using shift does not take into account any changes that have been ordered previously.
Comparison, you can't tell a viking to morph to flying and back to ground in a queue since the ground viking does not have the morph to ground ability.
I ended up simply doing a small wait, like RageQit said, and then ordering it to attack or move or whatever when I ran into this problem.
...or you could run the shop interface update trigger when "Player - Player 1 Custom Resource changes".
Tried and didn't work, or did it get lost in the other replies?
It doesn't matter if you are customizing everything, there are events for most things you'd want to do anyway. And when there isn't, bend your other triggers a bit. For this scenario, there are a ton of different player properties you can choose from. If a players income only exists inside a variable and a custom display, either mirror his income to credits, minerals, custom resource or something or simple use a player property instead of a variable to store a players income.
Yeah, it's odd. I can't see the pattern why some things do work for multiples but not all... but you gotta do what you gotta do (damn, too much Mafia 2).
Personally, I don't care much for the built-in "Critter Wander". If you'd like a bit more control over how your units wander, you could do something like this (of course, add a condition that excludes any unit you don't want to wander):
I think you're missing something here... or I didn't understand what you wanted. It's very easy to do something to every unit in a unit group or region or whatever. Modify this to suit your needs.
I'd say you should try to avoid triggers running continuously if you don't absolutely need them to. Don't know how much of a performance hit you'd take if you'd do it your way though. Adding a 0.1 sec wait would probably be quick enough.
...or you could run the shop interface update trigger when "Player - Player 1 Custom Resource changes".
Once I found the functions I wanted, this was pretty straight forward.
It may seem as I'm mixing integer and real values / variables for no reason, but this was the easiest way to do what I wanted. If I change the variables to Integers, I can't add them to the offset. If I make the loop "for each real...", I can't convert to integer to avoid infinite loops in case the region isn't even. I could, of course, add a ton of convert integer to real and vice versa.. but this works, so meh.
It only works for square regions, so hopefully that's what you want. Adapting this for circular or combined regions would be a pain.
The wait 0.1 is only there to visualize how the trigger works.
Sorry for butting in, but why Wait 0.0 Game time seconds? Does this prevent the trigger from running multiple times? I usually use wait 0.1 or 0.01 when I want something I ordered in the trigger to happen before moving on.
Love the editor, so many ways to do the same thing, and none of them wrong... usually. :-p
I picked my way because it makes the unit run away from whoever is attacking it regardless of the current facing, some units might shoot without turning, some may turn after the shot if fired (dunno when "attacked" trigger, impact or shot fired).
The drawback of my way (fixable of course), would be that the distance is calculated from the attacking unit.
Klishu's way is probably the easiest way, but with less control of the distance it flees.
Try them all and see which feels best for your map. :)
Except the trigger, I only changed a few things in the data editor. I removed the wander behavior from the Lyote, gave it 1000 life and a high regen rate.
What you want to do should look something like this. Of course, you'll probably want the zealot and the critter to be variables and possibly the distance too. Also, you'd have to edit the health of the critter so it does not die in one hit, or the trigger won't do anything.
Triggering unit works in events? By definition, the trigger has not triggered yet, so there should be no triggering unit to recall. Could it be using an old trigger's triggering unit? I guess the triggering unit could be already defined since something has entered the region. But you should really use "Any Unit" or something else.
Other than that, I can't find anything that should crash the game. Usually you'll just get an error message (red text on the left side of the screen)
If you paste your triggers and other things in [ code] [ /code] tags (without the spaces), it's a bit easier to read. But either way works.
I'm not good with crashes (can't hurt to have a look though), but you really have to give more information about the problem for people to be able to help (assuming it's not a widely known bug in the editor or something)
Copy the trigger (rightclick, copy as text) and maybe include a screenshot of the triggering areas. Anything relating to the trigger helps.
Multiple events are no problem, they are basically treated as separate triggers. One of the events occur, trigger fires.
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Is "Map - Map Bounds" what you are looking for?
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It's impossible to add both of the orders immediately (even in a queue) since a burrowed unit can't be ordered to move (and it's still burrowed when the game tries to issue the order). Using shift does not take into account any changes that have been ordered previously.
Comparison, you can't tell a viking to morph to flying and back to ground in a queue since the ground viking does not have the morph to ground ability.
I ended up simply doing a small wait, like RageQit said, and then ordering it to attack or move or whatever when I ran into this problem.
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Tried and didn't work, or did it get lost in the other replies?
It doesn't matter if you are customizing everything, there are events for most things you'd want to do anyway. And when there isn't, bend your other triggers a bit. For this scenario, there are a ton of different player properties you can choose from. If a players income only exists inside a variable and a custom display, either mirror his income to credits, minerals, custom resource or something or simple use a player property instead of a variable to store a players income.
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Yeah, it's odd. I can't see the pattern why some things do work for multiples but not all... but you gotta do what you gotta do (damn, too much Mafia 2).
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Personally, I don't care much for the built-in "Critter Wander". If you'd like a bit more control over how your units wander, you could do something like this (of course, add a condition that excludes any unit you don't want to wander):
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I think you're missing something here... or I didn't understand what you wanted. It's very easy to do something to every unit in a unit group or region or whatever. Modify this to suit your needs.
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I'd say you should try to avoid triggers running continuously if you don't absolutely need them to. Don't know how much of a performance hit you'd take if you'd do it your way though. Adding a 0.1 sec wait would probably be quick enough.
...or you could run the shop interface update trigger when "Player - Player 1 Custom Resource changes".
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Once I found the functions I wanted, this was pretty straight forward.
It may seem as I'm mixing integer and real values / variables for no reason, but this was the easiest way to do what I wanted. If I change the variables to Integers, I can't add them to the offset. If I make the loop "for each real...", I can't convert to integer to avoid infinite loops in case the region isn't even. I could, of course, add a ton of convert integer to real and vice versa.. but this works, so meh.
It only works for square regions, so hopefully that's what you want. Adapting this for circular or combined regions would be a pain.
The wait 0.1 is only there to visualize how the trigger works.
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Sorry for butting in, but why Wait 0.0 Game time seconds? Does this prevent the trigger from running multiple times? I usually use wait 0.1 or 0.01 when I want something I ordered in the trigger to happen before moving on.
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Love the editor, so many ways to do the same thing, and none of them wrong... usually. :-p
I picked my way because it makes the unit run away from whoever is attacking it regardless of the current facing, some units might shoot without turning, some may turn after the shot if fired (dunno when "attacked" trigger, impact or shot fired).
The drawback of my way (fixable of course), would be that the distance is calculated from the attacking unit.
Klishu's way is probably the easiest way, but with less control of the distance it flees.
Try them all and see which feels best for your map. :)
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It works in my minimalistic test environment.
Except the trigger, I only changed a few things in the data editor. I removed the wander behavior from the Lyote, gave it 1000 life and a high regen rate.
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What you want to do should look something like this. Of course, you'll probably want the zealot and the critter to be variables and possibly the distance too. Also, you'd have to edit the health of the critter so it does not die in one hit, or the trigger won't do anything.
0
Triggering unit works in events? By definition, the trigger has not triggered yet, so there should be no triggering unit to recall. Could it be using an old trigger's triggering unit? I guess the triggering unit could be already defined since something has entered the region. But you should really use "Any Unit" or something else.
Other than that, I can't find anything that should crash the game. Usually you'll just get an error message (red text on the left side of the screen)
If you paste your triggers and other things in [ code] [ /code] tags (without the spaces), it's a bit easier to read. But either way works.
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I'm not good with crashes (can't hurt to have a look though), but you really have to give more information about the problem for people to be able to help (assuming it's not a widely known bug in the editor or something)
Copy the trigger (rightclick, copy as text) and maybe include a screenshot of the triggering areas. Anything relating to the trigger helps.
Multiple events are no problem, they are basically treated as separate triggers. One of the events occur, trigger fires.