Towers Not Replacing

Slayerxx

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OK this is a puzzle i have 8 towers, and during the day they turn on and at night turn off. Now these are 2 separate units with the same stats. I have an Unit group With an array of 2 (STowers[index]), index [1] being the on towers and Index [2] begin the off towers. i have it set up like this


Melee Initialization
Events
Map initialization
Conditions
Actions
Unit Group - Add all units of (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Solar Towers (On))) to STowers[1]
Game - Display to (All players) the text: (Name of (Random unit from STowers[1])) ;To make Sure Units Are Picked
Game - Set the time of day to 17.00



Then Proceeds to:



Dalylight Left
Events
Time - DayLIght[1] expires
Conditions
Actions
Game - Set the time of day to 18.00
-------- Solar Towers --------
Unit Group - Pick every unit in STowers[1] and do (Unit - Replace (Picked unit) with a Solar Tower (Off) using The old unit's relative life and mana)
Game - Display to (All players) the text: (Name of (Random unit from STowers[1]))
Unit Group - Pick every unit in STowers[1] and do (Unit Group - Remove (Picked unit) from STowers[2])
Unit Group - Pick every unit in STowers[2] and do (Unit Group - Remove (Picked unit) from STowers[2])
Unit Group - Add all units of (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Solar Tower (Off))) to STowers[2]
Game - Display to (All players) the text: (Name of (Random unit from STowers[2])) ;To make Sure Units Are Picked
-------- Solar Towers --------



And Back to


Time till Morning
Events
Time - DayLIght[2] expires
Conditions
Actions
Game - Set the time of day to 6.00
-------- Solar Towers --------
Unit Group - Pick every unit in STowers[2] and do (Unit - Replace (Picked unit) with a Solar Towers (On) using The old unit's relative life and mana)
Game - Display to (All players) the text: (Name of (Random unit from STowers[2]))
Unit Group - Pick every unit in STowers[1] and do (Unit Group - Remove (Picked unit) from STowers[2])
Unit Group - Pick every unit in STowers[2] and do (Unit Group - Remove (Picked unit) from STowers[2])
Unit Group - Add all units of STowers[1] to (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Solar Towers (On)))
Game - Display to (All players) the text: (Name of (Random unit from STowers[1])) ;To make Sure Units Are Picked
-------- Solar Towers --------



Note i have deleted all the other actions.Variables to Simplify


So there it is, Timers and events are all gud, so i cant seem to figure out what is wrong? Any ideas
 

Slayerxx

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When the Map Starts The Towers are already there, (Solar Tower (On)), these are added to Unit grope STowers[1] Then once a 10 second timer expires the time of day is set to night, and the units, in this case the towers in STowers[1] are replaced with the Off Tower. It works up to here, then once a second timer expires It is ment to replace all units/Towers in STower[1] and then add the newly replaced Towers to Unit group STowers[2] and back again. This dose not work, the units are begin added (known from the game display text action) but they are not being replaced. The Events are fine as a have other things in these triggers that work fine i just dont know what is stopping it.
 

Grags_1977

Ultra Cool Member
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32
Hey Slayerxx, Just a heads up mate.

But in future when posting triggers. It's a lot easier for us to read and help you out if you post them inside WC3 Tags.

Example:
wc3tags.jpg
 

Slayerxx

You can change this now in User CP.
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Solved Got it i just removed the variable and just picked each unit over playable area matching condition, Thankyou tho ;p XD
 
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