If you wish for me to post my code, I'll do so at a later time (currently on a different computer than my WCIII Editor, so it might take some time).
Anyway, so here is my scenario:
1. I have this unit (let's call it X [and the unit is assigned to a variable]) that will go into a region to trigger an event.
2. After the unit enters this region, it will be ordered to stop, teleport instantly to the center of the aforementioned region, and will be removed from the game shortly afterwards.
3. Afterwards, a new unit (called Y) will spawn at the center of another region, and 4 new units will spawn around unit Y (top, bottom, left, and right of it).
4. These 4 new units will also be assigned to variables and be told to move to 4 specified regions for each one of them, individually. After that, the player user will be able to move around with unit Y, attack the newly spawned units, etc.
HOWEVER, the regions that I spoke about (concerning the region that unit X enters, unit Y spawns at, and the 4 new units that I talked about) will be used over again if the player decides that he had enough time with unit Y and decides to spawn unit X again. In that case, would it be necessary to destroy these regions through custom scripts, or can I leave them as is?
Because basically, if the player decides to move unit X back to the region that started this whole clusterfuck, it will do exactly as stated above over again (but it will remove any units that are left, if any, but everything else, from spawning unit Y again to having 4 new units spawn and move to their respective regions, would be left intact).
If this is all too confusing, I'll post a pic of my trigger later on about what I did. Don't worry, it's not too messy (I hope).
Anyway, so here is my scenario:
1. I have this unit (let's call it X [and the unit is assigned to a variable]) that will go into a region to trigger an event.
2. After the unit enters this region, it will be ordered to stop, teleport instantly to the center of the aforementioned region, and will be removed from the game shortly afterwards.
3. Afterwards, a new unit (called Y) will spawn at the center of another region, and 4 new units will spawn around unit Y (top, bottom, left, and right of it).
4. These 4 new units will also be assigned to variables and be told to move to 4 specified regions for each one of them, individually. After that, the player user will be able to move around with unit Y, attack the newly spawned units, etc.
HOWEVER, the regions that I spoke about (concerning the region that unit X enters, unit Y spawns at, and the 4 new units that I talked about) will be used over again if the player decides that he had enough time with unit Y and decides to spawn unit X again. In that case, would it be necessary to destroy these regions through custom scripts, or can I leave them as is?
Because basically, if the player decides to move unit X back to the region that started this whole clusterfuck, it will do exactly as stated above over again (but it will remove any units that are left, if any, but everything else, from spawning unit Y again to having 4 new units spawn and move to their respective regions, would be left intact).
If this is all too confusing, I'll post a pic of my trigger later on about what I did. Don't worry, it's not too messy (I hope).