well, I am not good with getting along with hotties so it's just a feeling I guess.
you know I got some weirdo error, the loop trigger does not show my messages which means it doesn't pass the unit group. Ignore the leaks btw it's just for testing
Untitled Trigger 001
Events
Player - Player 1 (Red) skips a cinematic sequence
Conditions
Actions
Custom script: local integer i = GetHandleId(gg_unit_Hpal_0001)
Animation - Change Paladin 0001 <gen>'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
Unit - Turn collision for Paladin 0001 <gen> Off
Set p1 = (Position of Paladin 0001 <gen>)
Set p2 = (Position of (Last created unit))
Unit - Create 1 Footman for Neutral Passive at p1 facing Default building facing degrees
Unit - Move Paladin 0001 <gen> instantly to p2
Unit - Move (Last created unit) instantly to p1
Unit - Move Paladin 0001 <gen> instantly to p1
-------- -------------------- --------
Custom script: call SaveUnitHandle(h, i, 1, bj_lastCreatedUnit)
Untitled Trigger 002
Events
Time - Every 0.10 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in group and do (Actions)
Loop - Actions
Custom script: local integer i = GetHandleId(GetEnumUnit())
Custom script: set udg_tu = LoadUnitHandle(h, i, 1)
Unit - Move tu instantly to (Position of (Picked unit))
Game - Display to (All players) for 0.10 seconds the text: (String((X of (Position of (Picked unit)))))
Game - Display to (All players) for 0.10 seconds the text: (String((Y of (Position of (Picked unit)))))