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nope, the only thing that MIGHT be in that location would be the lurker and the DT from my burrow detection trigger, but those are both removed before i move the turret to location X via my trigger above... and i don't get any debug error from SC so... i really have no clue why it won't get moved... unless it's not possible to move turrets (floor gun traps) via triggers
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Shouldnt you use the same unit your trying to detect? I don't know why, but it just seems to make more sence to me. Same unit as your atempting to detect if its burrowed or not. ![]() ![]() ![]() ![]() ![]() ![]() ╔═══╦═══╦═══╦══╦═╦═══╦═══╦═══╦═╦═╦═══╦═══╗
╠═══╣....═╣..═..║........╠╗..╔╣..═..╠═══╬╗..╔╩╗..╔╬═══╣ ╚═══╩═╩═╩═══╩═╩══╩╩═╩╩═══╩═══╩╩═╩═╩═╩╩═══╝ |
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Write your own destiny, or else someone will write it for you!
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Uhm no? Because your detection is if the created unit is inside the location. If the created unit is the same as the unburrowed unit this check would always result in YES, there is a unit, => the unit is burrowed.
If the unit is NOT burrowed the created unit will never enter the 1x1 pixel. ![]() ![]() ![]() ![]() ![]() ![]() ![]() http://sonsofwar.pyrom.net/index.html___0% 100% |
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hmmm, sum1 said (i think it was falkoner) that turrets (floor gun traps) could be moved via recall... maybe since i can't move them via trigger directly, i can create a arbiter at the location i want them to be moved to then use the AI recall script to move the turret (floor gun trap) to location 'X'... what do you guys think? sound good¿ (i wont be able to test it out till later though)
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