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DoingStuffCheck
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Events
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Time - Every 2.00 seconds of game time
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Conditions
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Actions
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Unit Group - Pick every unit in (Units 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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((Picked unit) has buff Sleep) Equal to False
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(Current order of (Picked unit)) Not equal to (Order(<Empty String>))
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((Picked unit) is A Hero) Equal to True
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Then - Actions
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Game - Display to (All players) the text: TestUnitIsMoving!
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Set FatigueIndex[(Player number of (Owner of (Picked unit)))] = (FatigueIndex[(Player number of (Owner of (Picked unit)))] + 1)
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Else - Actions
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My problem with this though is that should I set it to something like 0.3 to catch all its actions, it increases Fatigue by 1 every time it catches the unit doing something, meaning my Fatigue value skyrockets very very quickly, when I only want it to increase by roughly 1 every 2 seconds.
What is the best way to fix this triggers function into this? My only thought is to use a real that updates in small fractions on each check that would equivallate into 1 per 2 seconds, only the issue being my current Fatigue value is an integer, and I'm not sure how to add a real to the integer without losing values and stuff since Integers can't have decimal points.
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