- Joined
- Sep 24, 2007
- Messages
- 300
It happened 2 times in game, that a player got only 1 Orc Headhunter and not 5. I though I might add wrong unit to the great hall, but I didn't. DUnno if it's just with headhunters, maybe whole trigger is bugged and could happen for any other unit.
Where is the bug?
about trigger: it creates 5 additional units when you train a unit
Where is the bug?
about trigger: it creates 5 additional units when you train a unit
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Units appearance
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Events
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Unit - A unit Finishes training a unit
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Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Human Footman
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Then - Actions
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Set UnitsLoc[1] = (Position of (Trained unit))
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Unit - Create 5 Human Footman for (Owner of (Trained unit)) at UnitsLoc[1] facing Default building facing (270.0) degrees
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Set TrainedUnits[1] = (Last created unit group)
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Unit Group - Pick every unit in TrainedUnits[1] and do (Actions)
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Loop - Actions
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Unit - Order (Picked unit) to Right-Click (Trained unit)
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Custom script: call DestroyGroup(udg_TrainedUnits[1])
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Custom script: call RemoveLocation(udg_UnitsLoc[1])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Human Rifleman
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Then - Actions
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Set UnitsLoc[2] = (Position of (Trained unit))
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Unit - Create 5 Human Rifleman for (Owner of (Trained unit)) at UnitsLoc[2] facing Default building facing (270.0) degrees
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Set TrainedUnits[2] = (Last created unit group)
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Unit Group - Pick every unit in TrainedUnits[2] and do (Actions)
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Loop - Actions
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Unit - Order (Picked unit) to Right-Click (Trained unit)
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Custom script: call DestroyGroup(udg_TrainedUnits[2])
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Custom script: call RemoveLocation(udg_UnitsLoc[2])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Knight
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Then - Actions
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Set UnitsLoc[3] = (Position of (Trained unit))
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Unit - Create 5 Knight for (Owner of (Trained unit)) at UnitsLoc[3] facing Default building facing (270.0) degrees
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Set TrainedUnits[3] = (Last created unit group)
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Unit Group - Pick every unit in TrainedUnits[3] and do (Actions)
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Loop - Actions
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Unit - Order (Picked unit) to Right-Click (Trained unit)
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Custom script: call DestroyGroup(udg_TrainedUnits[3])
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Custom script: call RemoveLocation(udg_UnitsLoc[3])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Siege Engine
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Then - Actions
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Set UnitsLoc[4] = (Position of (Trained unit))
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Unit - Create 5 Siege Engine for (Owner of (Trained unit)) at UnitsLoc[4] facing Default building facing (270.0) degrees
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Set TrainedUnits[4] = (Last created unit group)
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Unit Group - Pick every unit in TrainedUnits[4] and do (Actions)
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Loop - Actions
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Unit - Order (Picked unit) to Right-Click (Trained unit)
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Custom script: call DestroyGroup(udg_TrainedUnits[4])
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Custom script: call RemoveLocation(udg_UnitsLoc[4])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Gryphon Rider
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Then - Actions
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Set UnitsLoc[5] = (Position of (Trained unit))
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Unit - Create 5 Gryphon Rider for (Owner of (Trained unit)) at UnitsLoc[5] facing Default building facing (270.0) degrees
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Set TrainedUnits[5] = (Last created unit group)
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Unit Group - Pick every unit in TrainedUnits[5] and do (Actions)
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Loop - Actions
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Unit - Order (Picked unit) to Right-Click (Trained unit)
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Custom script: call DestroyGroup(udg_TrainedUnits[5])
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Custom script: call RemoveLocation(udg_UnitsLoc[5])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Captain
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Then - Actions
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Set UnitsLoc[6] = (Position of (Trained unit))
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Unit - Create 5 Captain for (Owner of (Trained unit)) at UnitsLoc[6] facing Default building facing (270.0) degrees
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Set TrainedUnits[6] = (Last created unit group)
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Unit Group - Pick every unit in TrainedUnits[6] and do (Actions)
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Loop - Actions
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Unit - Order (Picked unit) to Right-Click (Trained unit)
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Custom script: call DestroyGroup(udg_TrainedUnits[6])
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Custom script: call RemoveLocation(udg_UnitsLoc[6])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Orc Grunt
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Then - Actions
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Set UnitsLoc[7] = (Position of (Trained unit))
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Unit - Create 5 Orc Grunt for (Owner of (Trained unit)) at UnitsLoc[7] facing Default building facing (270.0) degrees
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Set TrainedUnits[7] = (Last created unit group)
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Unit Group - Pick every unit in TrainedUnits[7] and do (Actions)
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Loop - Actions
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Unit - Order (Picked unit) to Right-Click (Trained unit)
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Custom script: call DestroyGroup(udg_TrainedUnits[7])
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Custom script: call RemoveLocation(udg_UnitsLoc[7])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Orc Headhunter
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Then - Actions
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Set UnitsLoc[8] = (Position of (Trained unit))
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Unit - Create 5 Orc Headhunter for (Owner of (Trained unit)) at TempLoc[8] facing Default building facing (270.0) degrees
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Set TrainedUnits[8] = (Last created unit group)
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Unit Group - Pick every unit in TrainedUnits[8] and do (Actions)
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Loop - Actions
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Unit - Order (Picked unit) to Right-Click (Trained unit)
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Custom script: call DestroyGroup(udg_TrainedUnits[8])
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Custom script: call RemoveLocation(udg_UnitsLoc[8])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Raider
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Then - Actions
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Set UnitsLoc[9] = (Position of (Trained unit))
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Unit - Create 5 Raider for (Owner of (Trained unit)) at UnitsLoc[9] facing Default building facing (270.0) degrees
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Set TrainedUnits[9] = (Last created unit group)
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Unit Group - Pick every unit in TrainedUnits[9] and do (Actions)
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Loop - Actions
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Unit - Order (Picked unit) to Right-Click (Trained unit)
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Custom script: call DestroyGroup(udg_TrainedUnits[9])
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Custom script: call RemoveLocation(udg_UnitsLoc[9])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Demolisher
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Then - Actions
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Set UnitsLoc[10] = (Position of (Trained unit))
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Unit - Create 5 Demolisher for (Owner of (Trained unit)) at UnitsLoc[10] facing Default building facing (270.0) degrees
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Set TrainedUnits[10] = (Last created unit group)
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Unit Group - Pick every unit in TrainedUnits[10] and do (Actions)
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Loop - Actions
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Unit - Order (Picked unit) to Right-Click (Trained unit)
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Custom script: call DestroyGroup(udg_TrainedUnits[10])
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Custom script: call RemoveLocation(udg_UnitsLoc[10])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Wind Rider
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Then - Actions
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Set UnitsLoc[11] = (Position of (Trained unit))
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Unit - Create 5 Wind Rider for (Owner of (Trained unit)) at UnitsLoc[11] facing Default building facing (270.0) degrees
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Set TrainedUnits[11] = (Last created unit group)
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Unit Group - Pick every unit in TrainedUnits[11] and do (Actions)
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Loop - Actions
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Unit - Order (Picked unit) to Right-Click (Trained unit)
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Custom script: call DestroyGroup(udg_TrainedUnits[11])
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Custom script: call RemoveLocation(udg_UnitsLoc[11])
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Trained unit)) Equal to Tauren
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Then - Actions
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Set UnitsLoc[12] = (Position of (Trained unit))
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Unit - Create 5 Tauren for (Owner of (Trained unit)) at UnitsLoc[12] facing Default building facing (270.0) degrees
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Set TrainedUnits[12] = (Last created unit group)
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Unit Group - Pick every unit in TrainedUnits[12] and do (Actions)
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Loop - Actions
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Unit - Order (Picked unit) to Right-Click (Trained unit)
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Custom script: call DestroyGroup(udg_TrainedUnits[12])
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Custom script: call RemoveLocation(udg_UnitsLoc[12])
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Else - Actions
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