This effect has all units in an area move to itself and in result, stopping. The effect has little purpose in AOM, but in the world of AOE3 design, units will automatically group when first created and has been one of many nuisances in designing. Now the problem is solved.
Note: The effect will not stop a unit quick enough to use Teleport. For that, simply convert a unit to another player and back - which will stop the unit instantly and allow Teleport in the same trigger. For area use, download Convert Units in Area.
Unit Type ID - Number that is the id of the protounit or class (AbstractInfantry, Building...) you want. IT IS RECOMMENDED YOU DEFINE THIS. Otherwise the trigger will blindly loop through every unit type in the game, not knowing what to look for specifically (even if you want ALL unit types, use the CLASS ID for "All"). DOWNLOAD THE ID VIEWER EFFECT TO FIND ANY ID YOU WANT. Not defining works but it uses a LOT of memory - if you do use it, do NOT loop without a condition.
From... - Define a single player to convert from or have it convert from ALL players (not including the player being converted to obviously).
[This message has been edited by pftq (edited 01-22-2007 @ 07:41 PM).]
Offtopic: At the moment, it seems like the AOE3 editor actually stands a chance against the AOM version ^_^ (besides the Multiplayer issue course...) There are only a few triggers left that are needed: ex. a fully-functional Modify Protounit.
AOE3 Maps: Fort Wars, Castle Blood, AOE3Racer, Cannon Fodder, No Rush Maps, Observer Maps
More AoM/E3 Stuff: Fort Wars Ladder, Castle Blood Ladder, Advanced Triggers Set
<- - ( pq - a pftq production ) - - >