- Joined
- Jun 1, 2006
- Messages
- 108
Before anyone says, yes I do know there is a Squad System about. I would use it but for some reason my World Editor let me save my map with those squad triggers enabled.
Anyway, for some reason my Squad System attempt works for the first unit squad created, but doesn't work on the next lot, although it does deselect the units that aren't Squad Leader.
I've figured that the problem is caused by the custom value of the Squad Leaders past the 1 Squad not being set. I'd like to know why this is so and how I can fix it. +rep to anyone that can help.
Anyway, for some reason my Squad System attempt works for the first unit squad created, but doesn't work on the next lot, although it does deselect the units that aren't Squad Leader.
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Unit Created
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Events
- Unit - A unit Finishes training a unit
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Conditions
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Or - Any (Conditions) are true
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Conditions
- (Unit-type of (Trained unit)) Equal to Conscript
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Conditions
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Or - Any (Conditions) are true
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Actions
- Set TempPoint = (Position of (Triggering unit))
- Unit - Create 1 (Unit-type of (Trained unit)) for (Owner of (Trained unit)) at TempPoint facing Default building facing degrees
- Unit Group - Add (Last created unit) to TempGroup
- Unit - Create 1 (Unit-type of (Trained unit)) for (Owner of (Trained unit)) at TempPoint facing Default building facing degrees
- Unit Group - Add (Last created unit) to TempGroup
- Unit - Create 1 (Unit-type of (Trained unit)) for (Owner of (Trained unit)) at TempPoint facing Default building facing degrees
- Unit Group - Add (Last created unit) to TempGroup
- Unit - Create 1 (Unit-type of (Trained unit)) for (Owner of (Trained unit)) at TempPoint facing Default building facing degrees
- Unit Group - Add (Last created unit) to TempGroup
- Unit - Create 1 (Unit-type of (Trained unit)) for (Owner of (Trained unit)) at TempPoint facing Default building facing degrees
- Unit Group - Add (Last created unit) to TempGroup
- Unit - Create 1 (Unit-type of (Trained unit)) for (Owner of (Trained unit)) at TempPoint facing Default building facing degrees
- Unit Group - Add (Last created unit) to TempGroup
- Unit - Create 1 (Unit-type of (Trained unit)) for (Owner of (Trained unit)) at TempPoint facing Default building facing degrees
- Unit Group - Add (Last created unit) to TempGroup
- Unit - Create 1 (Unit-type of (Trained unit)) for (Owner of (Trained unit)) at TempPoint facing Default building facing degrees
- Unit Group - Add (Last created unit) to TempGroup
- Unit - Create 1 (Unit-type of (Trained unit)) for (Owner of (Trained unit)) at TempPoint facing Default building facing degrees
- Unit Group - Add (Last created unit) to TempGroup
- Unit - Create 1 (Unit-type of (Trained unit)) for (Owner of (Trained unit)) at TempPoint facing Default building facing degrees
- Unit Group - Add (Last created unit) to TempGroup
- Unit - Create 1 (Unit-type of (Trained unit)) for (Owner of (Trained unit)) at TempPoint facing Default building facing degrees
- Unit Group - Add (Last created unit) to TempGroup
- Unit Group - Order TempGroup to Attack-Move To (Rally-Point of (Triggering unit) as a point)
- Unit Group - Pick every unit in TempGroup and do (Unit - Add classification of Summoned to (Picked unit))
- Unit Group - Add (Trained unit) to Squad[Num]
- Unit Group - Add all units of TempGroup to Squad[Num]
- Unit Group - Pick every unit in Squad[Num] and do (Unit - Set the custom value of (Picked unit) to Num)
- Set Num = (Num + 1)
- Unit Group - Remove all units from TempGroup
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Events
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Selected
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Events
- Player - Player 1 (Red) Selects a unit
- Player - Player 2 (Blue) Selects a unit
- Player - Player 3 (Teal) Selects a unit
- Player - Player 4 (Purple) Selects a unit
- Player - Player 5 (Yellow) Selects a unit
- Player - Player 6 (Orange) Selects a unit
- Player - Player 7 (Green) Selects a unit
- Player - Player 8 (Pink) Selects a unit
- Player - Player 9 (Gray) Selects a unit
- Player - Player 10 (Light Blue) Selects a unit
- Player - Player 11 (Dark Green) Selects a unit
- Player - Player 12 (Brown) Selects a unit
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Conditions
- ((Triggering unit) is Summoned) Equal to True
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Actions
- Selection - Remove (Triggering unit) from selection for (Triggering player)
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Unit Group - Pick every unit in Squad[(Custom value of (Triggering unit))] 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
- ((Picked unit) is Summoned) Equal to False
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Then - Actions
- Selection - Add (Picked unit) to selection for (Triggering player)
- 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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Move Squad
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Events
- Unit - A unit Is issued an order targeting an object
- Unit - A unit Is issued an order targeting a point
- Unit - A unit Is issued an order with no target
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Conditions
- (Custom value of (Ordered unit)) Greater than 0
- ((Ordered unit) is Summoned) Equal to False
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Actions
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Unit Group - Pick every unit in Squad[(Custom value of (Ordered unit))] 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
- ((Picked unit) is Summoned) Equal to True
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Then - Actions
- Unit - Order (Picked unit) to Follow (Ordered unit)
- 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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Unit Group - Pick every unit in Squad[(Custom value of (Ordered unit))] and do (Actions)
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Events
I've figured that the problem is caused by the custom value of the Squad Leaders past the 1 Squad not being set. I'd like to know why this is so and how I can fix it. +rep to anyone that can help.