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Urbansausage

Detecting Player Movement?

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Is there any way to to detect movement from a unit, so my situation is that there are player POWs guarded by AI units, i want it so when the players units try to run away, it triggers a trigger that says 'pow1 setCaptive false;" so is there any way to detect movement, maybe an 'is' command, but i can only find isWalking which triggers when walking is toggled

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Keep it simple,

Create a trigger, make the area as big or small as you like. The size of the prison?

set the condition 'not present' so its activation is when player leaves this area.

Then use "pow1 setCaptive false;" or whatever neccessary.

Basicly your just making a simple 'distance from guards' effect.

The editor placed triggers can do all of this without any real scripts or fancy logic to break.

The more complex it is the harder to trace any issues.

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Ah, I see now, i just didn't think logicaly enough, thanks for the help!

EDIT:When the players run away, there is a random delay between when the enemy actually start shooting, is there anyway to fix this? - Urbansausage

Edited by Urbansausage

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If you want the guards to react faster you may try the following command:

guardUnit reveal escapingPlayer

Replace the sample names with the ones you used in the editor.

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you can specifiy a timeout in the trigger i think

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