- Joined
- Aug 19, 2007
- Messages
- 109
In my castle map i have an ability where when learned, every 40 sec. some units will be created at the keep of the castle and will be ordered to move. At start of map i learned lvl 1 of this ability and w8ed 40 seconds... nothing happened lol. Whats wrong with it?

Note:I tried to make it so only when hero is alive will the units spawn(the first condition) COTG=The unit variable of the hero.
Help plz.



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Learns 3rd Ability
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Events
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Unit - A unit Learns a skill
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Conditions
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(Learned Hero Skill) Equal to Call to Arms (Dummy bash)
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Actions
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Trigger - Turn on Periodic Men <gen>
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Trigger - Turn off (This trigger)
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Periodic Men
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Events
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Time - Every 40.00 seconds of game time
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Conditions
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(COTG is alive) Equal to True
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of Call to Arms (Dummy bash) for COTG) Equal to 1
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Then - Actions
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For each (Integer A) from 1 to 10, do (Actions)
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Loop - Actions
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Set Temp_Point = (Random point in Ability Summon Guards <gen>)
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Unit - Create 1 Armed Peasent (Captain of the Guard) for Player 9 (Gray) at Temp_Point facing Default building facing degrees
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Unit - Change color of (Last created unit) to (Color of (Owner of (Ordered unit)))
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Unit - Order (Last created unit) to Attack-Move To (Random point in Step1 <gen>)
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Custom script: call RemoveLocation (udg_Temp_Point)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of Call to Arms (Dummy bash) for COTG) Equal to 2
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Then - Actions
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For each (Integer A) from 1 to 8, do (Actions)
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Loop - Actions
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Set Temp_Point = (Random point in Ability Summon Guards <gen>)
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Unit - Create 1 Axeman (Captain of the Guard) for Player 9 (Gray) at Temp_Point facing Default building facing degrees
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Unit - Change color of (Last created unit) to (Color of (Owner of (Ordered unit)))
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Unit - Order (Last created unit) to Attack-Move To (Random point in Step1 <gen>)
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Custom script: call RemoveLocation (udg_Temp_Point)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of Call to Arms (Dummy bash) for COTG) Equal to 3
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Then - Actions
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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Set Temp_Point = (Random point in Ability Summon Guards <gen>)
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Unit - Create 1 Swordsman (Captain of the Guard) for Player 9 (Gray) at Temp_Point facing Default building facing degrees
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Unit - Change color of (Last created unit) to (Color of (Owner of (Ordered unit)))
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Unit - Order (Last created unit) to Attack-Move To (Random point in Step1 <gen>)
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Custom script: call RemoveLocation (udg_Temp_Point)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of Call to Arms (Dummy bash) for COTG) Equal to 4
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Then - Actions
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For each (Integer A) from 1 to 4, do (Actions)
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Loop - Actions
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Set Temp_Point = (Random point in Ability Summon Guards <gen>)
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Unit - Create 1 Royal Guard (Captain of the Guard) for Player 9 (Gray) at Temp_Point facing Default building facing degrees
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Unit - Change color of (Last created unit) to (Color of (Owner of (Ordered unit)))
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Unit - Order (Last created unit) to Attack-Move To (Random point in Step1 <gen>)
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Custom script: call RemoveLocation (udg_Temp_Point)
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Else - Actions
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Do nothing
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Note:I tried to make it so only when hero is alive will the units spawn(the first condition) COTG=The unit variable of the hero.
Help plz.





. Soz for all the trouble lol. Just goes to show 1 little itty bitty mistake can cause a whole fuss and trigger to fail D:. +rep anyway for helping me 