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    posted a message on [Help] Setting Unit and not Player Alliances

    @Berrala: Go

    My first action in the trigger was to: I set my CURRENTORDER order variable to the triggering units order at index 0.

    Then I'd change the team and any other attributes I'd want to change then my last action in the trigger was to:

    Order triggering unit to CURRENTORDER and replace existing orders.

    Posted in: Triggers
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    posted a message on [Help] Setting Unit and not Player Alliances

    @Berrala: Go

    Man, thank you so much for the help. I got it :D

    Posted in: Triggers
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    posted a message on Memory overload due to excessive variable referencing

    @Aculem: Go

    The fact that deleting every variable besides this one (even if its virtually every variable) strongly suggests that there's some form of memory leak or galaxy bug at play and not a legitimate memory overload.

    Posted in: Triggers
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    posted a message on [Help] Setting Unit and not Player Alliances

    Okay so after being changed to player 5, all is good except that it happens in certain other circumstances as well (that would give the unit away) and when it happens, it ends the current order. So one of these conditions is attacking. If I set one of them to attack something, it changes teams and then doesn't attack. I need to repeat the order.

    Is there a workaround?

    Posted in: Triggers
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    posted a message on [Help] Setting Unit and not Player Alliances

    @Berrala: Go

    Hey thanks so much for the prompt reply. I love option 2, I'll give it a go. Thank you very much.

    Posted in: Triggers
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    posted a message on [Help] Setting Unit and not Player Alliances

    Hey guys, first off, this site is a godsend, solved about ten kajillion billion problems that I've had so far by using the search function here but I didn't find anything for this particular one, so I'm going to see if anyone's done it before. Here goes:

    I'm creating a Robin Hood map. Basically, there will be 3 players: 1&2 are Human controlled, 3 is an AI.

    • Robin Hood and his Merry Men (human)
    • The Duke of Nottingham (human)
    • The citizens of Nottingham (AI)

    Alright, so players 1 and 3 use units of the same model and color so they are indistinguishable to the eye. This way, Robin Hood's men can sneak in to Nottingham by looking like regular citizens (who the AI sends in regularly).

    However, Nottingham's men would automatically attack Robin Hood's men if they weren't invulnerable, so I set Robin Hood's men to be invulnerable. Now, Robin Hood has to be allied by default to the Duke or else his guys would attack the guard as they tried to sneak into the city and give their position away. So if you're following, Robin Hood is allied to the Duke but the Duke is an enemy of Robin Hood.

    If Player 2 clicks on one of Robin Hood's men (remember, they look like the citizens so this isn't easy to do, involves a lot of clicking) then they suddenly change color and lose their invulnerability. The loss of their invulnerability causes nearby Nottingham men to attack them, because they'er unallied. That part is all good but the problem is that Robin Hood's discovered men won't attack back. Robin Hood can't unally or his other guys in the city will start attacking and give themselves away so I want JUST THE DISCOVERED UNITS to unally the Duke. Is this possible?

    Posted in: Triggers
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