- Joined
- Jul 24, 2009
- Messages
- 5,630
hello everyone i am ghost thruster i am very new to forums and would like to recieve help on my trigger. i made a custom squad system but it did not work plz help i will give credits in my map Ultimate Hero Arena Matrix v45.3a (it is still in the alpha but i will finished it)
ive narrowed the problem down to one action, which seems to not be work:
ive narrowed the problem down to one action, which seems to not be work:
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training
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Events
- Unit - A unit Finishes training a unit
- Conditions
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Actions
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For each (Integer index[1]) from 1 to squad_types, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Trained unit)) Equal to squad_dummy[index[1]]
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Then - Actions
- Trigger - Turn on numbers <gen>
- -------- indexing for the number of squads on field --------
- Set squads_index1 = (squads_index1 + 1)
- Set squads_index2 = (squads_index2 + 1)
- Set squads_on[squads_index1] = True
- Set squads_total[squads_index1] = squad_no[index[1]]
- -------- making the new squad --------
- Set point[1] = (Position of (Trained unit))
- Set point[2] = (Rally-Point of (Triggering unit) as a point)
- Unit - Remove (Trained unit) from the game
- -------- beware, will not work if squad_no[Integer A] is > 12 --------
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For each (Integer index[2]) from 1 to squad_no[index[1]], do (Actions)
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Loop - Actions
- Unit - Create 1 squad_unit[index[1]] for (Owner of (Trained unit)) at point[1] facing Default building facing degrees
- -------- the below action fucks up - somehow after squads_squad[1], there won't be a squads_squad[2] --------
- Unit Group - Add (Last created unit) to squads_squad[squads_index1]
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Loop - Actions
- Unit Group - Order squads_squad[squads_index1] to Attack-Move To point[2]
- Set squads_lead[squads_index1] = (Last created unit)
- Unit - Add Squad Capn to (Last created unit)
- Custom script: call RemoveLocation(udg_point[1])
- Custom script: call RemoveLocation(udg_point[2])
- Custom script: exitwhen 0 == 0
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
-
For each (Integer index[1]) from 1 to squad_types, do (Actions)
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Events