I think I posted this in wrong section, so here it is again.
I have this map from a long time ago, and I recently started working on it again.
In it units are spawned at one spot and ordered down to another. After about 3 or 4 spawns (of groups of 3, though I have tried 1, 4, 10, 15 and they all have same problem)some of them stop moving, a few after that go too. Alltogether 3 to around 7 units out of 30 to 50 do not move.
I never had a problem with this before, and I haven't changed anything related to the moving before this had happened. I tried changing the trigger that I thought was the cause (the one I changed when this happened) but I still get the problem.
Anyone know how to fix this?
I am not worried about leaks right now. Yes I know about it.
And I was told that the Unit Group - Issue Command only can move 12, but around 20 units go before I have the problem. So any help?
I have this map from a long time ago, and I recently started working on it again.
In it units are spawned at one spot and ordered down to another. After about 3 or 4 spawns (of groups of 3, though I have tried 1, 4, 10, 15 and they all have same problem)some of them stop moving, a few after that go too. Alltogether 3 to around 7 units out of 30 to 50 do not move.
I never had a problem with this before, and I haven't changed anything related to the moving before this had happened. I tried changing the trigger that I thought was the cause (the one I changed when this happened) but I still get the problem.
Anyone know how to fix this?
Code:
Spawn
Events
Time - SpawnTimer expires
Conditions
Actions
Game - Display to PlayeInGame the text: levelinfo[CreepLevel]
Countdown Timer - Destroy Timer_Window
For each (Integer A) from 1 to 30, do (Actions)
Loop - Actions
Wait 0.50 seconds
Player Group - Pick every player in PlayeInGame and do (Actions)
Loop - Actions
Unit - Create 1 Creep_Array[CreepLevel] for Player 12 (Brown) at ((Picked player) start location) facing Default building facing degrees
Code:
Red Creep Move
Events
Unit - A unit enters Start 1 <gen>
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Set L[1] = (Random point in Enpoint Red <gen>)
Custom script: set bj_wantDestroyGroup = true
Unit Group - Order (Units in Start 1 <gen>) to Move To L[1]
Custom script: call RemoveLocation(udg_L[1])
Code:
Spawn Setup
Events
Player - Player 12 (Brown)'s Food used becomes Less than 1.00
Time - Elapsed game time is 10.00 seconds
Conditions
Actions
Countdown Timer - Destroy (Last created timer window)
-------- Variable Set --------
Set CreepLevel = (CreepLevel + 1)
Set Gold_Income = (Gold_Income + (CreepLevel x 5))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
CreepLevel Equal to 11
Then - Actions
Game - Display to PlayeInGame the text: You have won! Congr...
Wait 5.00 seconds
Player Group - Pick every player in PlayeInGame and do (Game - Victory (Picked player) (Show dialogs, Show scores))
Else - Actions
Player Group - Pick every player in PlayeInGame and do (Player - Add (Gold_Income + 0) to (Picked player) Current gold)
Countdown Timer - Create a timer window for SpawnTimer with title Next wave in:
Countdown Timer - Show Timer_Window
Countdown Timer - Start SpawnTimer as a One-shot timer that will expire in 30.00 seconds
Set Timer_Window = (Last created timer window)
I am not worried about leaks right now. Yes I know about it.
And I was told that the Unit Group - Issue Command only can move 12, but around 20 units go before I have the problem. So any help?