- Joined
- Sep 11, 2006
- Messages
- 172
Why is this not working anymore?
Is my map just broken now?
I guess I should add that the units do spawn, but instead of moving to AttackPoint[1] they just run to the position of their team's hero. AttackPoint[1] never gets set. I've tested this with a map ping, which only pings the center of the map. Something must have broke with this variable.
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Spawn
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Events
- Time - Every 30.00 seconds of game time
- Conditions
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Actions
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For each (Integer A) from 1 to Playing, do (Actions)
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Loop - Actions
- Set DSpawnPoint[1] = (Random point in DarkSpawn[(Random integer number between 1 and 32)])
- Set GroupDump[7] = (Units within 600.00 of DSpawnPoint[1] matching ((((Matching unit) is A structure) Equal to True) and (((Owner of (Matching unit)) is in Users) Equal to True)))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Number of units in GroupDump[7]) Equal to 0
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Then - Actions
- Custom script: call DestroyGroup (udg_GroupDump[7])
- Unit - Create 1 |cff434e54Rupture|r for Player 11 (Dark Green) at DSpawnPoint[1] facing Default building facing degrees
- Custom script: call RemoveLocation(udg_DSpawnPoint[1])
- Set AttackPoint[1] = (Position of PrimaryTargets[(Random integer number between 1 and 6)])
- Set TestPing = AttackPoint[1]
- Unit - Set Rally-Point for (Last created unit) to AttackPoint[1]
- Custom script: call RemoveLocation(udg_AttackPoint[1])
- Unit - Order (Last created unit) to train/upgrade to a |cff27004fWraith Fiend|r
- Unit - Order (Last created unit) to train/upgrade to a |cff27004fWraith Fiend|r
- Unit - Order (Last created unit) to train/upgrade to a |cff27004fWraith Fiend|r
- Unit - Order (Last created unit) to train/upgrade to a |cff27004fWraith Fiend|r
- Unit - Order (Last created unit) to train/upgrade to a |cff27004fWraith Fiend|r
- Unit - Order (Last created unit) to train/upgrade to a |cff27004fDespoiler|r (End Line)
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Else - Actions
- Custom script: call DestroyGroup (udg_GroupDump[7])
- Custom script: call RemoveLocation(udg_DSpawnPoint[1])
- Custom script: call RemoveLocation(udg_AttackPoint[1])
- Trigger - Run (This trigger) (ignoring conditions)
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If - Conditions
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Loop - Actions
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For each (Integer A) from 1 to Playing, do (Actions)
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Events
Is my map just broken now?
I guess I should add that the units do spawn, but instead of moving to AttackPoint[1] they just run to the position of their team's hero. AttackPoint[1] never gets set. I've tested this with a map ping, which only pings the center of the map. Something must have broke with this variable.