I'm wondering about this trigger:
The first question is if the last created unit might cause problems since the units might not be created in enough time and therefore gaining the second move order and then sometimes going to the wrong place(i have several almost identical triggers like this but with different order points)
The second question are if like 40+ of these triggers with just different units set in the variables and different places they walk to, can interfere with each other. They also got the same time when they are used, that is each 180 seconds. I probably change this later so i get no lagg.
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Income region Cape of Elonar
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Events
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Time - Every 180.00 seconds of game time
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Conditions
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(Owner of Region capitol 0150 <gen>) Not equal to Neutral Hostile
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Actions
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Set food_point[0] = (Position of Food Income 0148 <gen>)
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Set gold_point[0] = (Position of Gold Income 0147 <gen>)
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Set gold_point[1] = (Position of Gold Income 0149 <gen>)
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Set regional_point[0] = (Position of Region capitol 0150 <gen>)
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Set wood_point[0] = (Position of Wood Income 0146 <gen>)
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If ((Owner of Food Income 0148 <gen>) Equal to (Owner of Region capitol 0150 <gen>)) then do (Unit - Create 2 Food Horse for (Owner of Region capitol 0150 <gen>) at food_point[0] facing regional_point[0]) else do (If (((Owner of Food Income 0148 <gen>) is an ally of (Owner of Region capitol 0150 <gen>)) Equal to True) then do (Unit - Create 2 Food Horse for (Owner of Food Income 0148 <gen>) at food_point[0] facing Default building facing degrees) else do (Do nothing))
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Unit Group - Order (Last created unit group) to Move To regional_point[0]
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If ((Owner of Gold Income 0149 <gen>) Equal to (Owner of Region capitol 0150 <gen>)) then do (Unit - Create 2 Gold Horse for (Owner of Region capitol 0150 <gen>) at gold_point[1] facing gold_point[0]) else do (If (((Owner of Gold Income 0149 <gen>) is an ally of (Owner of Region capitol 0150 <gen>)) Equal to True) then do (Unit - Create 2 Gold Horse for (Owner of Gold Income 0149 <gen>) at gold_point[1] facing Default building facing degrees) else do (Do nothing))
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Unit Group - Order (Last created unit group) to Move To regional_point[0]
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If ((Owner of Gold Income 0147 <gen>) Equal to (Owner of Region capitol 0150 <gen>)) then do (Unit - Create 2 Gold Horse for (Owner of Region capitol 0150 <gen>) at gold_point[0] facing gold_point[0]) else do (If (((Owner of Gold Income 0147 <gen>) is an ally of (Owner of Region capitol 0150 <gen>)) Equal to True) then do (Unit - Create 2 Gold Horse for (Owner of Gold Income 0147 <gen>) at gold_point[0] facing Default building facing degrees) else do (Do nothing))
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Unit Group - Order (Last created unit group) to Move To regional_point[0]
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If ((Owner of Wood Income 0146 <gen>) Equal to (Owner of Region capitol 0150 <gen>)) then do (Unit - Create 2 Wood Horse for (Owner of Region capitol 0150 <gen>) at wood_point[0] facing Gate_pos[0]) else do (If (((Owner of Wood Income 0146 <gen>) is an ally of (Owner of Region capitol 0150 <gen>)) Equal to True) then do (Unit - Create 2 Wood Horse for (Owner of Wood Income 0146 <gen>) at wood_point[0] facing Default building facing degrees) else do (Do nothing))
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Unit Group - Order (Last created unit group) to Move To regional_point[0]
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Custom script: call RemoveLocation (udg_gold_point[0])
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Custom script: call RemoveLocation (udg_food_point[0])
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Custom script: call RemoveLocation (udg_regional_point[0])
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Custom script: call RemoveLocation (udg_wood_point[0])
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Custom script: call RemoveLocation (udg_gold_point[1])
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The second question are if like 40+ of these triggers with just different units set in the variables and different places they walk to, can interfere with each other. They also got the same time when they are used, that is each 180 seconds. I probably change this later so i get no lagg.