- Joined
- Sep 27, 2011
- Messages
- 141
when the unit is ordered to move outside the 1000 range the game crash's can someone tell me why and how to fix it please.
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Check Costs Structures and Units
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Events
- Unit - A unit Is issued an order with no target
- Unit - A unit Is issued an order targeting a point
- Conditions
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Actions
- Set Temp_Player = (Triggering player)
- Set Temp_Group = (Units in (Entire map) matching (((Level of Construction Range for (Matching unit)) Greater than or equal to 1) and ((Owner of (Matching unit)) Equal to Temp_Player)))
- Custom script: loop
- Custom script: set udg_Temp_Unit = FirstOfGroup(udg_Temp_Group)
- Set Temp_Loc = (Position of Temp_Unit)
- Set Temp_Loc2 = (Target point of issued order)
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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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Or - Any (Conditions) are true
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Conditions
- (Distance between Temp_Loc and Temp_Loc2) Less than or equal to (650.00 + (350.00 x (Real((Level of Construction Range for Temp_Unit)))))
- ((Ordered unit) is A structure) Equal to True
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Conditions
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Or - Any (Conditions) are true
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Then - Actions
- Set Temp_Unit = (Ordered unit)
- Set Player_Number = (Player number of Temp_Player)
- Set Unit_Type = (Unit-type((String((Issued order)))))
- Custom script: set udg_Temp_Int = udg_Unit_Type
- Set Temp_Int2 = 0
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Player_Gold[Player_Number] Greater than or equal to (Load 0 of Temp_Int from Cost_Table)
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Player_Lumber[Player_Number] Greater than or equal to (Load 1 of Temp_Int from Cost_Table)
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Player_Stone[Player_Number] Greater than or equal to (Load 2 of Temp_Int from Cost_Table)
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Player_Iron[Player_Number] Greater than or equal to (Load 4 of Temp_Int from Cost_Table)
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Player_Coal[Player_Number] Greater than or equal to (Load 5 of Temp_Int from Cost_Table)
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Player_Uranium[Player_Number] Greater than or equal to (Load 6 of Temp_Int from Cost_Table)
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Then - Actions
- Set Temp_Int2 = 1
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Else - Actions
- Set Temp_Players = (Player group(Temp_Player))
- Game - Display to Temp_Players for 5.00 seconds the text: Not enough Uranium.
- Custom script: call DestroyForce(udg_Temp_Players)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Else - Actions
- Set Temp_Players = (Player group(Temp_Player))
- Game - Display to Temp_Players for 5.00 seconds the text: Not enough Coal.
- Custom script: call DestroyForce(udg_Temp_Players)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Else - Actions
- Set Temp_Players = (Player group(Temp_Player))
- Game - Display to Temp_Players for 5.00 seconds the text: Not enough Iron.
- Custom script: call DestroyForce(udg_Temp_Players)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Else - Actions
- Set Temp_Players = (Player group(Temp_Player))
- Game - Display to Temp_Players for 5.00 seconds the text: Not enough Stone.
- Custom script: call DestroyForce(udg_Temp_Players)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Else - Actions
- Set Temp_Players = (Player group(Temp_Player))
- Game - Display to Temp_Players for 5.00 seconds the text: Not enough Lumber.
- Custom script: call DestroyForce(udg_Temp_Players)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Else - Actions
- Set Temp_Players = (Player group(Temp_Player))
- Game - Display to Temp_Players for 5.00 seconds the text: Not enough Gold.
- Custom script: call DestroyForce(udg_Temp_Players)
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Temp_Int2 Equal to 1
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Then - Actions
- Set Player_Gold[Player_Number] = (Player_Gold[Player_Number] - (Load 0 of Temp_Int from Cost_Table))
- Set Player_Lumber[Player_Number] = (Player_Lumber[Player_Number] - (Load 1 of Temp_Int from Cost_Table))
- Set Player_Stone[Player_Number] = (Player_Stone[Player_Number] - (Load 2 of Temp_Int from Cost_Table))
- Set Player_Iron[Player_Number] = (Player_Iron[Player_Number] - (Load 4 of Temp_Int from Cost_Table))
- Set Player_Coal[Player_Number] = (Player_Coal[Player_Number] - (Load 5 of Temp_Int from Cost_Table))
- Set Player_Uranium[Player_Number] = (Player_Uranium[Player_Number] - (Load 6 of Temp_Int from Cost_Table))
- Custom script: call RemoveLocation(udg_Temp_Loc)
- Custom script: call RemoveLocation(udg_Temp_Loc2)
- Custom script: call DestroyGroup(udg_Temp_Group)
- Skip remaining actions
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Else - Actions
- Trigger - Turn off Cancels Costs Units <gen>
- Custom script: call IssueImmediateOrderById( udg_Temp_Unit, 851976 )
- Trigger - Turn on Cancels Costs Units <gen>
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Temp_Unit is A structure) Equal to False
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Then - Actions
- Unit - Pause Temp_Unit
- Unit - Unpause Temp_Unit
- Unit - Order Temp_Unit to Stop
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation(udg_Temp_Loc)
- Custom script: call RemoveLocation(udg_Temp_Loc2)
- Custom script: call DestroyGroup(udg_Temp_Group)
- Skip remaining actions
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If - Conditions
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Else - Actions
- Set Temp_Unit = (Ordered unit)
- Unit - Pause Temp_Unit
- Unit - Unpause Temp_Unit
- Unit - Order Temp_Unit to Stop
- Set Temp_Players = (Player group(Temp_Player))
- Game - Display to Temp_Players for 5.00 seconds the text: Cannot Build outsid...
- Custom script: call DestroyForce(udg_Temp_Players)
- Custom script: call RemoveLocation(udg_Temp_Loc)
- Custom script: call RemoveLocation(udg_Temp_Loc2)
- Custom script: call DestroyGroup(udg_Temp_Group)
- Skip remaining actions
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If - Conditions
- Custom script: call RemoveLocation(udg_Temp_Loc)
- Custom script: call RemoveLocation(udg_Temp_Loc2)
- Unit Group - Remove Temp_Unit from Temp_Group
- Custom script: exitwhen(IsUnitGroupEmptyBJ(udg_Temp_Group) == true)
- Custom script: endloop
- Custom script: call DestroyGroup(udg_Temp_Group)
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Events