Why do the below triggers cause an infinite execution? Turning off the opposing trigger temporarily while the unit is moved should prevent infinite executions should it not? Can anyone point out my mistake and how I can fix it? I'd rather not create 2 regions for entrances and exits.
-
Oaks Lab Exit
-
Events
-
Unit - A unit enters Oaks Lab Entrance <gen>
-
-
Conditions
-
(Unit-type of (Triggering unit)) Equal to Pokemon Trainer
-
-
Actions
-
Trigger - Turn off Pallet Oaks Lab <gen>
-
Set TempPoint1 = (Center of Pallet Town Oaks Lab <gen>)
-
Unit - Move (Triggering unit) instantly to TempPoint1
-
Custom script: call RemoveLocation (udg_TempPoint1)
-
Trigger - Turn on Pallet Oaks Lab <gen>
-
-
-
Pallet Oaks Lab
-
Events
-
Unit - A unit enters Pallet Town Oaks Lab <gen>
-
-
Conditions
-
(Unit-type of (Triggering unit)) Equal to Pokemon Trainer
-
-
Actions
-
Trigger - Turn off Oaks Lab Exit <gen>
-
Set TempPoint1 = (Center of Oaks Lab Entrance <gen>)
-
Unit - Move (Triggering unit) instantly to TempPoint1
-
Custom script: call RemoveLocation (udg_TempPoint1)
-
Trigger - Turn on Oaks Lab Exit <gen>
-
-
Last edited: