I spent about 4 hours trying to figure out what's wrong. The units spawn, gets added to a group and are ordered to move depending on where the "Core" building is, then the other trigger detects if unit enters the region and sends the unit to attack the "Core". What's wrong is that first few units doesn't go after they enter the region, but the rest goes.
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Spawn
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Events
- Time - sTimer[1] expires
- Conditions
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Actions
- Set sTime[1] = (sTime[1] - 1.00)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- sTime[1] Equal to 46.00
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Then - Actions
- Set sTime[2] = 60.00
- Countdown Timer - Start sTimer[2] as a One-shot timer that will expire in sTime[2] seconds
- Else - Actions
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If - Conditions
- Countdown Timer - Start sTimer[1] as a One-shot timer that will expire in sTime[1] seconds
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For each (Integer A) from 1 to 8, 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
- (Corner[1] contains Core[(Integer A)]) Equal to True
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Then - Actions
- Unit - Create 1 Injured Zombie for Player 12 (Brown) at (Center of Start <gen>) facing Default building facing degrees
- AI - Ignore (Last created unit)'s guard position
- Unit - Order (Last created unit) to Attack-Move To (Center of Checkpoint[(Random integer number between 1 and 2)])
- Unit Group - Add (Last created unit) to Zombies[(Integer A)]
- 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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If - Conditions
- (Corner[2] contains Core[(Integer A)]) Equal to True
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Then - Actions
- Unit - Create 1 Injured Zombie for Player 12 (Brown) at (Center of Start <gen>) facing Default building facing degrees
- AI - Ignore (Last created unit)'s guard position
- Unit - Order (Last created unit) to Attack-Move To (Center of Checkpoint[(Random integer number between 3 and 4)])
- Unit Group - Add (Last created unit) to Zombies[(Integer A)]
- 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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If - Conditions
- (Corner[3] contains Core[(Integer A)]) Equal to True
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Then - Actions
- Unit - Create 1 Injured Zombie for Player 12 (Brown) at (Center of Start <gen>) facing Default building facing degrees
- AI - Ignore (Last created unit)'s guard position
- Unit - Order (Last created unit) to Attack-Move To (Center of Checkpoint[(Random integer number between 5 and 6)])
- Unit Group - Add (Last created unit) to Zombies[(Integer A)]
- 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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If - Conditions
- (Corner[4] contains Core[(Integer A)]) Equal to True
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Then - Actions
- Unit - Create 1 Injured Zombie for Player 12 (Brown) at (Center of Start <gen>) facing Default building facing degrees
- AI - Ignore (Last created unit)'s guard position
- Unit - Order (Last created unit) to Attack-Move To (Center of Checkpoint[(Random integer number between 7 and 8)])
- Unit Group - Add (Last created unit) to Zombies[(Integer A)]
- 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
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Events
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AttackCore
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Events
- Unit - A unit enters Cp11 <gen>
- Conditions
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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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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Entering unit) is in Zombies[(Integer A)]) Equal to True
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Then - Actions
- Unit - Order (Entering unit) to Attack Core[(Integer A)]
- 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
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For each (Integer A) from 1 to 8, do (Actions)
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Events