Oh that's easier than I thought. IDK why i've been intimidated from this for so long.
so this would reference the "yellow_red_altar"?
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altar pt hashtable
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Events
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Conditions
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Actions
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Hashtable - Create a hashtable
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Set VariableSet kni_king_altars_hashtable = (Last created hashtable)
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Hashtable - Save Handle OfYellow_Red_Altar as 5 of 1 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfYellow_Blue_Altar as 5 of 2 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfYellow_Teal_Altar as 5 of 3 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfYellow_Purp_Altar as 5 of 4 in kni_king_altars_hashtable.
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Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load (Player number of Player_array_var[leave_loop_integer]) of 1 in (Last created hashtable).) facing Default building facing degrees
so this would reference the "yellow_red_altar"?




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Events
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Map initialization
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Conditions
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Actions
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Set Variable PN = 1
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Set Variable Point[1] = ...
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Set Variable Point[2] = ...
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Set Variable Point[3] = ...
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Set Variable Point[4] = ...
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For each integer Loop from 1 to 4 do
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Loop - Actions
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Hashtable - Save Handle of Point[Loop] as Loop of PN in YourHashtable
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-------- Repeat this process for each Player Number (PN) --------
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Set Variable PN = 2
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Set Variable Point[1] = ...
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Set Variable Point[2] = ...
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Set Variable Point[3] = ...
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Set Variable Point[4] = ...
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For each integer Loop from 1 to 4 do
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Loop - Actions
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Hashtable - Save Handle of Point[Loop] as Loop of PN in YourHashtable
You can then reference any of these 4 Points by Loading them:-
Actions
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Set Variable Player = Player 4 (Purple)
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Set Variable PN = (Player number of Player)
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Unit - Create 1 Footman for Player at (Load 2 of PN from YourHashtable) facing...
That would create a Footman for Player 4 at their second Point (so Point[2] from earlier).