Right now I have a map where the idea is one tower works well during the daytime, and the other works well during the nighttime (IE has a weapon to use).
I have two triggers, at the end of every 3 waves it runs the night or day trigger, and the trigger sets all of the two types of towers into two unit groups, changes the time of day, it stops the other trigger, it adds a weapon to all units in the unit group, changes the model of all units in the unit group, and changes back the model of the other tower in the unit group and refreshes every 1 second.
I'm pretty inexperienced with the trigger editor and I don't understand why this doesn't work - in playtesting the towers just sit there, and usually one or two of them will get a weapon but with no regards for the triggers.
If I had to do this particular transition I would say to use a morph on the buildings, sort of like gateway -> warp gate, with the night/day buildings set up accordingly. However, creating a custom morph effect may be a bit complex to explain.
Via triggers, your setup may work, but because I don't see the code itself I can't really help with debugging. As far as trigger management (particularly if you're trying to issue orders) you may need to do the action: Enable Script Control for <Unit>, specifying the unit you're trying to do scripted manipulation with. IF it's automatic attacks failing, then it's hard to tell from what you've provided.
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Right now I have a map where the idea is one tower works well during the daytime, and the other works well during the nighttime (IE has a weapon to use).
I have two triggers, at the end of every 3 waves it runs the night or day trigger, and the trigger sets all of the two types of towers into two unit groups, changes the time of day, it stops the other trigger, it adds a weapon to all units in the unit group, changes the model of all units in the unit group, and changes back the model of the other tower in the unit group and refreshes every 1 second.
I'm pretty inexperienced with the trigger editor and I don't understand why this doesn't work - in playtesting the towers just sit there, and usually one or two of them will get a weapon but with no regards for the triggers.
If I had to do this particular transition I would say to use a morph on the buildings, sort of like gateway -> warp gate, with the night/day buildings set up accordingly. However, creating a custom morph effect may be a bit complex to explain.
Via triggers, your setup may work, but because I don't see the code itself I can't really help with debugging. As far as trigger management (particularly if you're trying to issue orders) you may need to do the action: Enable Script Control for <Unit>, specifying the unit you're trying to do scripted manipulation with. IF it's automatic attacks failing, then it's hard to tell from what you've provided.