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[Solved]Hashtable / Unit Creation / Not Working

Level 21
Joined
Mar 16, 2008
Messages
955
SOLVED: the trigger setting up the hashtable was never being run... lol

  • altar pt hashtable
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set VariableSet kni_king_altars_hashtable = (Last created hashtable)
      • Hashtable - Save Handle OfYellow_Red_Altar as 5 of 1 in kni_king_altars_hashtable.
      • ...
  • ...
  • Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 2 in kni_king_altars_hashtable.) facing Default building facing degrees
  • ...

  • altar pt hashtable
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • Hashtable - Create a hashtable
      • Set VariableSet kni_king_altars_hashtable = (Last created hashtable)
      • Hashtable - Save Handle OfYellow_Red_Altar as 5 of 1 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfYellow_Blue_Altar as 5 of 2 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfYellow_Teal_Altar as 5 of 3 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfYellow_Purp_Altar as 5 of 4 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfOJ_Red_Altar as 6 of 1 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfOJ_Blue_Altar as 6 of 2 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfOJ_Teal_Altar as 6 of 3 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfOJ_Purp_Altar as 6 of 4 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLG_Red_Altar as 7 of 1 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLG_Blue_Altar as 7 of 2 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLG_Teal_Altar as 7 of 3 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLG_Purp_Altar as 7 of 4 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfPink_Red_Altar as 8 of 1 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfPink_Blue_Altar as 8 of 2 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfPink_Teal_Altar as 8 of 3 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfPink_Purp_Altar as 8 of 4 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfGray_Red_Altar as 9 of 1 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfGray_Blue_Altar as 9 of 2 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfGray_Teal_Altar as 9 of 3 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfGray_Purp_Altar as 9 of 4 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLB_Red_Altar as 10 of 1 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLB_Blue_Altar as 10 of 2 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLB_Teal_Altar as 10 of 3 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLB_Purp_Altar as 10 of 4 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfDG_Red_Altar as 11 of 1 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfDG_Blue_Altar as 11 of 2 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfDG_Teal_Altar as 11 of 3 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfDG_Purp_Altar as 11 of 4 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfBrown_Red_Altar as 12 of 1 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfBrown_Blue_Altar as 12 of 2 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfBrown_Teal_Altar as 12 of 3 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfBrown_Purp_Altar as 12 of 4 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLight_Brown_Red_Altar as 17 of 1 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLight_Brown_Blue_Altar as 17 of 2 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLight_Brown_Teal_Altar as 17 of 3 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLight_Brown_Purp_Altar as 17 of 4 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfPeach_Red_Altar as 18 of 1 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfPeach_Blue_Altar as 18 of 2 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfPeach_Teal_Altar as 18 of 3 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfPeach_Purp_Altar as 18 of 4 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLime_Red_Altar as 19 of 1 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLime_Blue_Altar as 19 of 2 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLime_Teal_Altar as 19 of 3 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLime_Purp_Altar as 19 of 4 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLight_Purple_Red_Altar as 20 of 1 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLight_Purple_Blue_Altar as 20 of 2 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLight_Purple_Teal_Altar as 20 of 3 in kni_king_altars_hashtable.
      • Hashtable - Save Handle OfLight_Purple_Purp_Altar as 20 of 4 in kni_king_altars_hashtable.
      • Hashtable - Create a hashtable
      • Set VariableSet hire_buttons_hashtable = (Last created hashtable)
  • Universal Kingdom Defeat Leave
    • Events
    • Conditions
    • Actions
      • For each (Integer leave_loop_integer) from 5 to 12, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • And - All (Conditions) are true
                    • Conditions
                      • (Player_array_var[leave_loop_integer] is in Group1Red.) Equal to True
                      • Castle_Alive[1] Equal to False
                  • And - All (Conditions) are true
                    • Conditions
                      • (Player_array_var[leave_loop_integer] is in Group2Blue.) Equal to True
                      • Castle_Alive[2] Equal to False
                  • And - All (Conditions) are true
                    • Conditions
                      • (Player_array_var[leave_loop_integer] is in Group3Teal.) Equal to True
                      • Castle_Alive[3] Equal to False
                  • And - All (Conditions) are true
                    • Conditions
                      • (Player_array_var[leave_loop_integer] is in Group4Purp.) Equal to True
                      • Castle_Alive[4] Equal to False
            • Then - Actions
              • Set VariableSet units_owned_loop = (Units owned by Player_array_var[leave_loop_integer].)
              • -------- --------------- --------
              • Unit Group - Remove Knight_Hero_Var[leave_loop_integer] from units_owned_loop.
              • Unit Group - Remove Knight_Altar_Var[leave_loop_integer] from units_owned_loop.
              • Unit Group - Remove pirate_ship_unit[leave_loop_integer] from units_owned_loop.
              • Unit Group - Pick every unit in units_owned_loop and do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • (Unit-type of (Picked unit)) Equal to Pack Horse (King Unit)
                          • (Unit-type of (Picked unit)) Equal to Wagon
                          • (Unit-type of (Picked unit)) Equal to Free Knight (merc camp)
                          • (Unit-type of (Picked unit)) Equal to Crusader
                          • (Unit-type of (Picked unit)) Equal to Cleric
                    • Then - Actions
                      • Unit Group - Remove (Picked unit) from units_owned_loop.
                    • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Knight_Hero_Var[leave_loop_integer] is being transported) Equal to False
                • Then - Actions
                  • Unit Group - Pick every unit in units_owned_loop and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Unit-type of (Picked unit)) Equal to Pirate Ship (Knight's)
                              • (Unit-type of (Picked unit)) Equal to Battleship (shipyard)
                              • (Unit-type of (Picked unit)) Equal to Frigate (neutral shipyard)
                              • (Unit-type of (Picked unit)) Equal to Schooner
                        • Then - Actions
                          • Unit - Kill (Picked unit)
                        • Else - Actions
                • Else - Actions
              • Unit Group - Pick every unit in units_owned_loop and do (Unit - Change ownership of (Picked unit) to Player 21 (Coal) and Change color)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (King's Castle 0012 <gen> is alive) Equal to True
                • Then - Actions
                  • Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 1 in (Last created hashtable).) facing Default building facing degrees
                  • Hashtable - Save Handle Of(Last created unit) as leave_loop_integer of 1 in hire_buttons_hashtable.
                  • Unit - Change color of (Load leave_loop_integer of 1 in hire_buttons_hashtable.) to (Color of Player_array_var[leave_loop_integer])
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (King's Castle 0025 <gen> is alive) Equal to True
                • Then - Actions
                  • Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 2 in kni_king_altars_hashtable.) facing Default building facing degrees
                  • Hashtable - Save Handle Of(Last created unit) as leave_loop_integer of 2 in hire_buttons_hashtable.
                  • Unit - Change color of (Load leave_loop_integer of 2 in hire_buttons_hashtable.) to (Color of Player_array_var[leave_loop_integer])
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (King's Castle 0038 <gen> is alive) Equal to True
                • Then - Actions
                  • Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 3 in kni_king_altars_hashtable.) facing Default building facing degrees
                  • Hashtable - Save Handle Of(Last created unit) as leave_loop_integer of 3 in hire_buttons_hashtable.
                  • Unit - Change color of (Load leave_loop_integer of 3 in hire_buttons_hashtable.) to (Color of Player_array_var[leave_loop_integer])
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (King's Castle 0051 <gen> is alive) Equal to True
                • Then - Actions
                  • Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 4 in kni_king_altars_hashtable.) facing Default building facing degrees
                  • Hashtable - Save Handle Of(Last created unit) as leave_loop_integer of 4 in hire_buttons_hashtable.
                  • Unit - Change color of (Load leave_loop_integer of 4 in hire_buttons_hashtable.) to (Color of Player_array_var[leave_loop_integer])
                • Else - Actions
              • Player Group - Remove Player_array_var[leave_loop_integer] from Group1Red.
              • Player Group - Remove Player_array_var[leave_loop_integer] from Group2Blue.
              • Player Group - Remove Player_array_var[leave_loop_integer] from Group3Teal.
              • Player Group - Remove Player_array_var[leave_loop_integer] from Group4Purp.
              • Player Group - Add Player_array_var[leave_loop_integer] to Group5_NoGroup
              • Player Group - Make Group5_NoGroup treat Group1Red as an Enemy
              • Player Group - Make Group5_NoGroup treat Group2Blue as an Enemy
              • Player Group - Make Group5_NoGroup treat Group3Teal as an Enemy
              • Player Group - Make Group5_NoGroup treat Group4Purp as an Enemy
              • Player Group - Make Group5_NoGroup treat Group5_NoGroup as an Enemy
              • Player Group - Make Group5_NoGroup treat Black_Group_Var as an Enemy
              • Player Group - Make Group1Red treat Group5_NoGroup as an Enemy
              • Player Group - Make Group2Blue treat Group5_NoGroup as an Enemy
              • Player Group - Make Group3Teal treat Group5_NoGroup as an Enemy
              • Player Group - Make Group4Purp treat Group5_NoGroup as an Enemy
              • Player Group - Make Black_Group_Var treat Group5_NoGroup as an Enemy
              • Player - Make Player 5 (Yellow) treat Player 21 (Coal) as an Enemy
              • Player - Make Player 21 (Coal) treat Player 5 (Yellow) as an Enemy
              • Set VariableSet temp_point = (Position of Knight_Altar_Var[leave_loop_integer])
              • Special Effect - Create a special effect at temp_point using Heavens Gate Channel.mdx
              • Special Effect - Destroy (Last created special effect)
              • Special Effect - Create a special effect attached to the origin of Knight_Altar_Var[leave_loop_integer] using Heavens Gate.mdx
              • Special Effect - Destroy (Last created special effect)
              • Unit - Move Knight_Altar_Var[leave_loop_integer] instantly to Knight_Altar_Default_Pt[leave_loop_integer]
              • Camera - Pan camera for Player_array_var[leave_loop_integer] to Knight_Altar_Default_Pt[leave_loop_integer] over 1.00 seconds
              • Cinematic - Ping minimap for (Player group(Player_array_var[leave_loop_integer])) at Knight_Altar_Default_Pt[leave_loop_integer] for 5.00 seconds
              • Quest - Display to (All players) the Quest Update message: (The + (player_color_knight_strings[leave_loop_integer] + no longer has a kingdom!))
              • Unit - Order Knight_Altar_Var[leave_loop_integer] to Revive Hero Knight_Hero_Var[leave_loop_integer]
              • Leaderboard - Change the label for Player_array_var[leave_loop_integer] in Alliances_Leaderboard to (Unhired Knight + (Name of Player_array_var[leave_loop_integer]))
              • Leaderboard - Change the color of the label for Player_array_var[leave_loop_integer] in Alliances_Leaderboard to (100.00%, 100.00%, 100.00%) with 0.00% transparency
              • Leaderboard - Sort Alliances_Leaderboard by Label in Ascending order
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Knight_Hero_Var[leave_loop_integer] is alive) Equal to True
                • Then - Actions
                  • Set VariableSet altar_point_teleport_array[leave_loop_integer] = (Position of Knight_Hero_Var[leave_loop_integer])
                  • Special Effect - Create a special effect at altar_point_teleport_array[leave_loop_integer] using Heavens Gate Channel.mdx
                  • Special Effect - Destroy (Last created special effect)
                  • Unit - Move Knight_Hero_Var[leave_loop_integer] instantly to Knight_Altar_Default_Pt[leave_loop_integer]
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of Knight_Hero_Var[leave_loop_integer]) Equal to Pirate Knight Cptn Morgan
                  • (Knight_Hero_Var[leave_loop_integer] has an item of type Pirate Flag) Equal to False
                  • (Knight_Altar_Var[leave_loop_integer] has an item of type Pirate Flag) Equal to False
                • Then - Actions
                  • Item - Create Pirate Flag at BK_friendly_firer
                • Else - Actions
            • Else - Actions
      • For each (Integer leave_loop_integer) from 17 to 20, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • And - All (Conditions) are true
                    • Conditions
                      • (Player_array_var[leave_loop_integer] is in Group1Red.) Equal to True
                      • Castle_Alive[1] Equal to False
                  • And - All (Conditions) are true
                    • Conditions
                      • (Player_array_var[leave_loop_integer] is in Group2Blue.) Equal to True
                      • Castle_Alive[2] Equal to False
                  • And - All (Conditions) are true
                    • Conditions
                      • (Player_array_var[leave_loop_integer] is in Group3Teal.) Equal to True
                      • Castle_Alive[3] Equal to False
                  • And - All (Conditions) are true
                    • Conditions
                      • (Player_array_var[leave_loop_integer] is in Group4Purp.) Equal to True
                      • Castle_Alive[4] Equal to False
            • Then - Actions
              • Set VariableSet units_owned_loop = (Units owned by Player_array_var[leave_loop_integer].)
              • -------- --------------- --------
              • Unit Group - Remove Knight_Hero_Var[leave_loop_integer] from units_owned_loop.
              • Unit Group - Remove Knight_Altar_Var[leave_loop_integer] from units_owned_loop.
              • Unit Group - Remove pirate_ship_unit[leave_loop_integer] from units_owned_loop.
              • Unit Group - Pick every unit in units_owned_loop and do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • (Unit-type of (Picked unit)) Equal to Pack Horse (King Unit)
                          • (Unit-type of (Picked unit)) Equal to Wagon
                          • (Unit-type of (Picked unit)) Equal to Free Knight (merc camp)
                          • (Unit-type of (Picked unit)) Equal to Crusader
                          • (Unit-type of (Picked unit)) Equal to Cleric
                    • Then - Actions
                      • Unit Group - Remove (Picked unit) from units_owned_loop.
                    • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Knight_Hero_Var[leave_loop_integer] is being transported) Equal to True
                • Then - Actions
                  • Unit Group - Pick every unit in units_owned_loop and do (Actions)
                    • Loop - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Unit-type of (Picked unit)) Equal to Pirate Ship (Knight's)
                              • (Unit-type of (Picked unit)) Equal to Battleship (shipyard)
                              • (Unit-type of (Picked unit)) Equal to Frigate (neutral shipyard)
                              • (Unit-type of (Picked unit)) Equal to Schooner
                        • Then - Actions
                          • Unit - Kill (Picked unit)
                        • Else - Actions
                • Else - Actions
              • Unit Group - Pick every unit in units_owned_loop and do (Unit - Change ownership of (Picked unit) to Player 21 (Coal) and Change color)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (King's Castle 0012 <gen> is alive) Equal to True
                • Then - Actions
                  • Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 1 in kni_king_altars_hashtable.) facing Default building facing degrees
                  • Hashtable - Save Handle Of(Last created unit) as leave_loop_integer of 1 in hire_buttons_hashtable.
                  • Unit - Change color of (Load leave_loop_integer of 1 in hire_buttons_hashtable.) to (Color of Player_array_var[leave_loop_integer])
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (King's Castle 0025 <gen> is alive) Equal to True
                • Then - Actions
                  • Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 2 in kni_king_altars_hashtable.) facing Default building facing degrees
                  • Hashtable - Save Handle Of(Last created unit) as leave_loop_integer of 2 in hire_buttons_hashtable.
                  • Unit - Change color of (Load leave_loop_integer of 2 in hire_buttons_hashtable.) to (Color of Player_array_var[leave_loop_integer])
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (King's Castle 0038 <gen> is alive) Equal to True
                • Then - Actions
                  • Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 3 in kni_king_altars_hashtable.) facing Default building facing degrees
                  • Hashtable - Save Handle Of(Last created unit) as leave_loop_integer of 3 in hire_buttons_hashtable.
                  • Unit - Change color of (Load leave_loop_integer of 3 in hire_buttons_hashtable.) to (Color of Player_array_var[leave_loop_integer])
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (King's Castle 0051 <gen> is alive) Equal to True
                • Then - Actions
                  • Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 4 in kni_king_altars_hashtable.) facing Default building facing degrees
                  • Hashtable - Save Handle Of(Last created unit) as leave_loop_integer of 4 in hire_buttons_hashtable.
                  • Unit - Change color of (Load leave_loop_integer of 4 in hire_buttons_hashtable.) to (Color of Player_array_var[leave_loop_integer])
                • Else - Actions
              • Player Group - Remove Player_array_var[leave_loop_integer] from Group1Red.
              • Player Group - Remove Player_array_var[leave_loop_integer] from Group2Blue.
              • Player Group - Remove Player_array_var[leave_loop_integer] from Group3Teal.
              • Player Group - Remove Player_array_var[leave_loop_integer] from Group4Purp.
              • Player Group - Add Player_array_var[leave_loop_integer] to Group5_NoGroup
              • Player Group - Make Group5_NoGroup treat Group1Red as an Enemy
              • Player Group - Make Group5_NoGroup treat Group2Blue as an Enemy
              • Player Group - Make Group5_NoGroup treat Group3Teal as an Enemy
              • Player Group - Make Group5_NoGroup treat Group4Purp as an Enemy
              • Player Group - Make Group5_NoGroup treat Group5_NoGroup as an Enemy
              • Player Group - Make Group5_NoGroup treat Black_Group_Var as an Enemy
              • Player Group - Make Group1Red treat Group5_NoGroup as an Enemy
              • Player Group - Make Group2Blue treat Group5_NoGroup as an Enemy
              • Player Group - Make Group3Teal treat Group5_NoGroup as an Enemy
              • Player Group - Make Group4Purp treat Group5_NoGroup as an Enemy
              • Player Group - Make Black_Group_Var treat Group5_NoGroup as an Enemy
              • Player - Make Player 5 (Yellow) treat Player 21 (Coal) as an Enemy
              • Player - Make Player 21 (Coal) treat Player 5 (Yellow) as an Enemy
              • Set VariableSet temp_point = (Position of Knight_Altar_Var[leave_loop_integer])
              • Special Effect - Create a special effect at temp_point using Heavens Gate Channel.mdx
              • Special Effect - Destroy (Last created special effect)
              • Special Effect - Create a special effect attached to the origin of Knight_Altar_Var[leave_loop_integer] using Heavens Gate.mdx
              • Special Effect - Destroy (Last created special effect)
              • Unit - Move Knight_Altar_Var[leave_loop_integer] instantly to Knight_Altar_Default_Pt[leave_loop_integer]
              • Camera - Pan camera for Player_array_var[leave_loop_integer] to Knight_Altar_Default_Pt[leave_loop_integer] over 1.00 seconds
              • Cinematic - Ping minimap for (Player group(Player_array_var[leave_loop_integer])) at Knight_Altar_Default_Pt[leave_loop_integer] for 5.00 seconds
              • Quest - Display to (All players) the Quest Update message: (The + (player_color_knight_strings[leave_loop_integer] + no longer has a kingdom!))
              • Unit - Order Knight_Altar_Var[leave_loop_integer] to Revive Hero Knight_Hero_Var[leave_loop_integer]
              • Leaderboard - Change the label for Player_array_var[leave_loop_integer] in Alliances_Leaderboard to (Unhired Knight + (Name of Player_array_var[leave_loop_integer]))
              • Leaderboard - Change the color of the label for Player_array_var[leave_loop_integer] in Alliances_Leaderboard to (100.00%, 100.00%, 100.00%) with 0.00% transparency
              • Leaderboard - Sort Alliances_Leaderboard by Label in Ascending order
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Knight_Hero_Var[leave_loop_integer] is alive) Equal to True
                • Then - Actions
                  • Set VariableSet altar_point_teleport_array[leave_loop_integer] = (Position of Knight_Hero_Var[leave_loop_integer])
                  • Special Effect - Create a special effect at altar_point_teleport_array[leave_loop_integer] using Heavens Gate Channel.mdx
                  • Special Effect - Destroy (Last created special effect)
                  • Unit - Move Knight_Hero_Var[leave_loop_integer] instantly to Knight_Altar_Default_Pt[leave_loop_integer]
                • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of Knight_Hero_Var[leave_loop_integer]) Equal to Pirate Knight Cptn Morgan
                  • (Knight_Hero_Var[leave_loop_integer] has an item of type Pirate Flag) Equal to False
                  • (Knight_Altar_Var[leave_loop_integer] has an item of type Pirate Flag) Equal to False
                • Then - Actions
                  • Item - Create Pirate Flag at BK_friendly_firer
                • Else - Actions
            • Else - Actions

The trigger is clearly being ran but it doesn't seem to create the beacon or "hire button" units. Not sure why.
 
Last edited:
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