- Joined
- Jul 26, 2004
- Messages
- 99
My map initialization trigger isn't completely executing. Not sure why. I know that SOME of it is executing, but other parts of it aren't.
I'm currently trying to figure out why this would be a problem. Lemme know if there are any general things not to do upon initialization.
Here's the trigger:
I'm currently trying to figure out why this would be a problem. Lemme know if there are any general things not to do upon initialization.
Here's the trigger:
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Initialization
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Events
- Map initialization
- Conditions
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Actions
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For each (Integer A) from 1 to 10, do (Actions)
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Loop - Actions
- Camera - Pan camera for (Player((Integer A))) to (Player 12 (Brown) start location) over 0.00 seconds
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Player((Integer A))) controller) Equal to User
- ((Player((Integer A))) slot status) Equal to Is playing
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Then - Actions
- Unit - Creat 1 Hero Select Helper for (Player((Integer A))) at (Player 12 (Brown) start location) facing Default building facing degrees
- Player - Set (Player((Integer A))) Food cap to 1
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Else - Actions
- Unit - Remove (Random unit from (Units owned by (Player((Integer A))) of type Personal Training)) from the game
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If - Conditions
- Player - Make (Player((Integer A))) treat Player 11 (Dark Green) as an Ally with shared vision
- Player - Make Player 11 (Dark Green) treat (Player((Integer A))) as an Ally with shared vision
- Player - Divert (100 / (Number of players in (All players matching (((Picked player) slot status) Equal to Is playing))))% of the Gold income of Player 11 (Dark Green to (Player((Integer A)))
- Player - Turn Gives bounty On for Player 12 (Brown)
- Player - Set Player 12 (Brown) Current gold to 50000
- Destructible - Open Gate (Horizontal) 0004 <gen> *THIS LINE DOES NOT ACTIVATE!!
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Destructible - Pick every destructible in (Playable map area) and 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
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Or - Any (Conditions) are true
- (Destructible-type of (Picked destructible)) Equal to Felwood Tree Wall
- (Destructible-type of (Picked destructible)) Equal to Felwood Canopy Tree
- (Destructible-type of (Picked destructible)) Equal to Northrend Tree Wall
- (Destructible-type of (Picked destructible)) Equal to Northrend Canopy Tree
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Or - Any (Conditions) are true
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Then - Actions
- Trigger - Add to Tree Regrowth <gen> the event (Destructible - (Picked destructible) dies)
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Else - Actions
- Do nothing
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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
- -------- Set Training Units --------
- Set UnitType_Allies[0] = Footman
- Set ...
- Set UnitType_Wave5Elite[4] = Unholy Prophet (Wave 5: Elite)
- -------- Initiate Training -------- *NONE OF THE STUFF BELOW ACTIVATES!!
- Unit Group - Pick every unit in (Units of Type Monster Hut (Wave 1)) and do (Unit - Order (Picked unit to train/upgrade to a UnitType_Wave1[0])
- Unit Group - Pick every unit in (Units of Type Monster Hut (Wave 1: Elite)) and do (Unit - Order (Picked unit to train/upgrade to a UnitType_Wave1Elite[0])
- Unit Group - Pick every unit in (Units of Type Castle) and do (Unit - Order (Picked unit to train/upgrade to a UnitType_Allies[0])
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Loop - Actions
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For each (Integer A) from 1 to 10, do (Actions)
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Events