- Joined
- Dec 6, 2007
- Messages
- 233
Possible? I found a function that was save Unitpool handel, but it doesn't seem to be working. Or the issue could be that the units aren't being saved. Here is the trigger:
It starts out as force of nature, so it creates a bunch of summons. I'm trying to save all of those summons in a unit group hashed to the caster, then load them later in this trigger segment:
Something is causing these units to not be saved properly, or not be loaded properly, or WHATEVER, because that little debug line in the second bit (the "POW") never shows up in game. Any help would be appreciated.
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Upon Cast
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Events
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Unit - A unit Finishes casting an ability
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Conditions
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(Ability being cast) Equal to Force Of Nature Gone Awry
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Actions
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Set Temp_Loc = (Target point of ability being cast)
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Hashtable - Save Handle Of(Units within (((Real((Level of Force Of Nature Gone Awry for (Triggering unit)))) x 75.00) + 75.00) of Temp_Loc) as Trees of (Key (Triggering unit)) in Troubled_Treant_Hash
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Hashtable - Save Handle OfTemp_Loc as Ability_Target of (Key (Triggering unit)) in Troubled_Treant_Hash
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Hashtable - Save 0 as Timer_Tick of (Key (Triggering unit)) in Troubled_Treant_Hash
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Unit Group - Add (Triggering unit) to First_Stage
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Custom script: call RemoveLocation(udg_Temp_Loc)
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Unit Group - Pick every unit in (Load Trees of (Key (Picked unit)) in Troubled_Treant_Hash) and do (Actions)
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Loop - Actions
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Set Temp_Loc = (Position of (Picked unit))
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Unit Group - Add (Picked unit) to Flying_Trees_Up
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Unit - Create 1 JetFire for (Owner of (Picked unit)) at Temp_Loc facing Default building facing degrees
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Game - Display to (All players) the text: POW
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Custom script: call RemoveLocation(udg_Temp_Loc)
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Hashtable - Save Handle Of(Last created unit) as Fire of (Key (Picked unit)) in Troubled_Treant_Hash
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Something is causing these units to not be saved properly, or not be loaded properly, or WHATEVER, because that little debug line in the second bit (the "POW") never shows up in game. Any help would be appreciated.