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Problems with Unit Group

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  • Custom MC Config
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Dont change this, this one is the counter of the system. --------
      • Set MS_LevelNumberSystem = 0
      • -------- Dont change this, this one informs you on what wave you are fighting. --------
      • Set MS_LevelNumberMessage = 0
      • -------- Here you can configure the maximum index of wave you have configured below, dont remove the -1, just change the 3 --------
      • -------- Once the final level has done, the next level will just respawn the units that spawned on the final level --------
      • Set MS_MaxLevel = (3 - 1)
      • -------- Here you can identify who's the target --------
      • Set MS_TargetOfEnemies = Barbarians Outcast 0042 <gen>
      • -------- Here you can change the owner of the creeps that will spawn --------
      • Set MS_PlayerOwn = Player 2 (Blue)
      • -------- Level 1 Units --------
      • Set MS_UnitTypeVar1[1] = Barbarians Sentinel [Survival Forces] - Level 1
      • Set MS_UnitTypeVar2[1] = Barbarians Sentinel [Survival Forces] - Level 1
      • Set MS_UnitTypeVar3[1] = Barbarians Sentinel [Survival Forces] - Level 1
      • Set MS_UnitAmountVar1[1] = 5
      • Set MS_UnitAmountVar2[1] = 5
      • Set MS_UnitAmountVar3[1] = 5
      • -------- Level 2 Units --------
      • Set MS_UnitTypeVar1[2] = Timber Wolf
      • Set MS_UnitTypeVar2[2] = Dark Troll Trapper
      • Set MS_UnitTypeVar3[2] = Centaur Impaler
      • Set MS_UnitAmountVar1[2] = 1
      • Set MS_UnitAmountVar2[2] = 1
      • Set MS_UnitAmountVar3[2] = 1
      • -------- Level 3 Units --------
      • Set MS_UnitTypeVar1[3] = Timber Wolf
      • Set MS_UnitTypeVar2[3] = Dark Troll Trapper
      • Set MS_UnitTypeVar3[3] = Centaur Impaler
      • Set MS_UnitAmountVar1[3] = 1
      • Set MS_UnitAmountVar2[3] = 1
      • Set MS_UnitAmountVar3[3] = 1
      • -------- Add more level as you wish, just make sure to change the index --------
  • Custom MC Unit Spawn
    • Events
      • Time - MS_RoundWindow expires
    • Conditions
    • Actions
      • -------- This is where the creeps will spawn --------
      • Set MS_SpawnLocation[0] = Region Spawn 1 <gen>
      • Set MS_SpawnLocation[1] = Region Spawn 2 <gen>
      • Set MS_SpawnLocation[2] = Region Spawn 3 <gen>
      • Set MS_SpawnLocation[3] = Region Spawn 4 <gen>
      • Set MS_SpawnLocation[4] = Region Spawn 5 <gen>
      • Set MS_SpawnLocationCheck[0] = Region Spawn 1 Check <gen>
      • Set MS_SpawnLocationCheck[1] = Region Spawn 2 Check <gen>
      • Set MS_SpawnLocationCheck[2] = Region Spawn 3 Check <gen>
      • Set MS_SpawnLocationCheck[3] = Region Spawn 4 Check <gen>
      • Set MS_SpawnLocationCheck[4] = Region Spawn 5 Check <gen>
      • -------- Dont touch --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • MS_LevelNumberSystem Less than or equal to MS_MaxLevel
        • Then - Actions
          • Set MS_LevelNumberSystem = (MS_LevelNumberSystem + 1)
          • Set MS_LevelNumberMessage = (MS_LevelNumberMessage + 1)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • MS_LevelNumberSystem Greater than MS_MaxLevel
            • Then - Actions
              • -------- It will repeat the spawns on the final level once the maximum level reached --------
              • Set MS_LevelNumberSystem = MS_MaxLevel
              • Set MS_LevelNumberMessage = (MS_LevelNumberMessage + 1)
            • Else - Actions
      • Game - Display to (All players) the text: (|c00999900Round + (|c00990000 + ((String(MS_LevelNumberMessage)) + (|r + |c00999900has started!|r))))
      • -------- Creeps will not spawn if you're in the region where they should spawn --------
      • For each (Integer A) from 0 to 4, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (MS_SpawnLocationCheck[(Integer A)] contains MS_TargetOfEnemies) Equal to False
            • Then - Actions
              • For each (Integer B) from 1 to MS_UnitAmountVar1[MS_LevelNumberSystem], do (Actions)
                • Loop - Actions
                  • Wait 0.03 seconds
                  • Unit - Create 1 MS_UnitTypeVar1[MS_LevelNumberSystem] for MS_PlayerOwn at (Center of MS_SpawnLocation[(Integer A)]) facing Default building facing degrees
                  • Unit Group - Add (Last created unit) to Game_EnemyGroup
                  • Unit - Create 1 MS_UnitTypeVar2[MS_LevelNumberSystem] for MS_PlayerOwn at (Center of MS_SpawnLocation[(Integer A)]) facing Default building facing degrees
                  • Unit Group - Add (Last created unit) to Game_EnemyGroup
                  • Unit - Create 1 MS_UnitTypeVar3[MS_LevelNumberSystem] for MS_PlayerOwn at (Center of MS_SpawnLocation[(Integer A)]) facing Default building facing degrees
                  • Unit Group - Add (Last created unit) to Game_EnemyGroup
            • Else - Actions
              • Do nothing
      • Unit Group - Order Game_EnemyGroup to Attack MS_TargetOfEnemies
      • Trigger - Turn on Custom MC Wave Done <gen>
For some reason, some units in the unit group dont seem to attack the target.
 
Level 7
Joined
Oct 19, 2015
Messages
286
As far as I know when issuing an order to a group, at most 12 units can respond to the order at the same time. You need to instead loop through the group and issue the order to individual units.
 
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