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Hi! Hmmmm, always thought I had a clear understanding of how it works, but only tested it in single player. When I went on Bnet to test it, the other player did not move. Just wondering if I'm doing something wrong.
Global Variables Mover_Forward = 0 <Integer[6]> Mover_Left = 0 <Integer[6]> Mover_Right = 0 <Integer[6]> Mover_Back = 0 <Integer[6]> Moving = 0 <Integer[6]> Mover_angle = 0.0 <Real[6]> Mover = 1.0 <Real[6]>
Movement: Trigger Events Unit - Any Unit uses Up at Effect3 - Cast stage (Ignore shared abilities) Unit - Any Unit uses Down at Effect3 - Cast stage (Ignore shared abilities) Unit - Any Unit uses Left at Effect3 - Cast stage (Ignore shared abilities) Unit - Any Unit uses Right at Effect3 - Cast stage (Ignore shared abilities) Local Variables Angle = 0.0 <Real> Up = 0.0 <Real> Down = 0.0 <Real> Left = 0.0 <Real> Right = 0.0 <Real> playerIndex = 0 <Integer> Conditions Actions Variable - Set playerIndex = (Triggering player) Tech Tree - Disallow the (Triggering ability) ability for player playerIndex General - If (Conditions) then do (Actions) else do (Actions) If (Triggering ability) == Up Then Variable - Set Mover_Forward[playerIndex] = 1 Else General - If (Conditions) then do (Actions) else do (Actions) If (Triggering ability) == Down Then Variable - Set Mover_Back[playerIndex] = 1 Else General - If (Conditions) then do (Actions) else do (Actions) If (Triggering ability) == Left Then Variable - Set Mover_Left[playerIndex] = 1 Else General - If (Conditions) then do (Actions) else do (Actions) If (Triggering ability) == Right Then Variable - Set Mover_Right[playerIndex] = 1 Else General - If (Conditions) then do (Actions) else do (Actions) If Mover_Forward[playerIndex] == 1 Then Variable - Set Mover_angle[playerIndex] = 0.0 General - If (Conditions) then do (Actions) else do (Actions) If Mover_Left[playerIndex] == 1 Then Variable - Set Mover_angle[playerIndex] = 45.0 Else General - If (Conditions) then do (Actions) else do (Actions) If Mover_Right[playerIndex] == 1 Then Variable - Set Mover_angle[playerIndex] = -45.0 Else Else General - If (Conditions) then do (Actions) else do (Actions) If Mover_Left[playerIndex] == 1 Mover_Forward[playerIndex] != 1 Then Variable - Set Mover_angle[playerIndex] = 90.0 Else General - If (Conditions) then do (Actions) else do (Actions) If Mover_Right[playerIndex] == 1 Mover_Forward[playerIndex] != 1 Then Variable - Set Mover_angle[playerIndex] = -90.0 Else General - If (Conditions) then do (Actions) else do (Actions) If Mover_Back[playerIndex] == 1 Then Variable - Set Mover_angle[playerIndex] = 180.0 General - If (Conditions) then do (Actions) else do (Actions) If Mover_Left[playerIndex] == 1 Then Variable - Set Mover_angle[playerIndex] = 135.0 Else General - If (Conditions) then do (Actions) else do (Actions) If Mover_Right[playerIndex] == 1 Then Variable - Set Mover_angle[(playerIndex)] = -135.0 Else Else Variable - Set Angle = 1.0 General - If (Conditions) then do (Actions) else do (Actions) If Moving[playerIndex] == 0 Then Variable - Set Moving[playerIndex] = 1 General - While (Conditions) are true, do (Actions) Conditions Moving[playerIndex] == 1 Actions Unit - Order Unit[playerIndex] to ( Move targeting ((Position of Unit[playerIndex]) offset by Mover[playerIndex] towards ((Current camera yaw of player playerIndex) + Mover_angle[playerIndex]) degrees)) (Replace Existing Orders) General - Wait 0.01 Game Time seconds Else
Appears to be alright. Are you sure other's Unit[x] is set?
Hi! Hmmmm, always thought I had a clear understanding of how it works, but only tested it in single player. When I went on Bnet to test it, the other player did not move. Just wondering if I'm doing something wrong.
Appears to be alright. Are you sure other's Unit[x] is set?