Hello kyi,
I bid you welcome to the wacky world of scenario design..
To answer your question..
To the best of my knowledge..There is no real trigger member for unloading a ship loaded with units..You must physically unload them the usual way..However..With the aid of a trigger sequence you can create an illusion of the ship landing and then all it units disembarking..In the pinned scenario design thread..I helped a guy out with this same question a little while ago..I know it's a huge thread and you're really not in the mood for a lot of searching..So I'll try to re-create it the best I can for you..The following simple example should give you some idea as to what I'm suggesting.
Trigger0
Active:
Condition: Timer
Effect : Move to point (Your ship) **At the point you desire your ship to land..Put a cinblock for your player there.
Trigger2
Active:
Condition: Units in area..Type of Ship.. player1..CTR unit.. Your placed cinblock
Effect : Army deploy (Your units that you originally wanted in the ship)
Effect : Fire event (to trigger 3)
Trigger3 (Fired from trigger2)
Nothing:
Condition: Timer (3)
Effect : Move to point: (Your ship away from the landing point to another desired point)
As I posted..This is just an simple example..I'm sure there are many other ways to illustrate this with trigger members..You'll need to experiment..
In trigger2 you can add as many army deploy effects as you wish..I.E..If you want more than one kind of unit in your ship..E.G..Say it's 10 musks in one army deploy..You can add in another army deploy and put in five hussers..I think you get the drift?..
Regards and good luck!
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