Issue with Integer A do ...

LordSaddler1

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In my ability that is a variant of the Sentinel ability, I made it so it makes a dummy unit that attacks, at the position of the destructable of the ability being cast. I want there to be a max amount that can be summoned, and that when you summon over the max amount, it kills the FIRST one that you created. I've pinpointed the error in my trigger to this loop. Please tell me what is wrong with it. It is supposed to set SentinelDummy[1] to SentinelDummy[2], and so on.

Code:
Sentinel
    Events
        Unit - A unit Begins casting an ability
    Conditions
        (Ability being cast) Equal to Sentinel 
    Actions
        Set Mistress_Caster = (Triggering unit)
        Unit - Create 1 Sentinel Dummy for (Owner of Mistress_Caster) at (Position of (Target destructible of ability being cast)) facing (Center of (Playable map area))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sentinel  for Mistress_Caster) Equal to 1
            Then - Actions
                Unit - Remove Sentinel_Dummy[2] from the game
                For each (Integer A) from 1 to 2, do (Actions)
                    Loop - Actions
                        Set Sentinel_Dummy[(2 - (Integer A))] = Sentinel_Dummy[(3 - (Integer A))]
                        Set Sentinel_Dummy[1] = (Last created unit)
            Else - Actions
 
post full trigger? atleas i got big problem to understand a half trigger code :p
 
Why not create an integer variable that goes up by one each time you cast the spell. If it is greater or equal to a certain number then do not run the trigger. If a sentinel dies set the integer to subtract 1.
 
wouldn't that destroy the last created sentinel and not the first created sentinel? (I tried that before, but may have messed up.)
 
I don't think it should, should just lower the integer if one is destroyed which allows you to cast again.

If you want to be able to destroy one by casting it again even with max you could make an if/then/else to detect if Sentinel_Dummy[1] is alive and then another if/then/else inside to detect if Sentinel_Dummy[2] is alive and then kill Sentinel_Dummy[1] and replace it with a new one at the target point.
 
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