Trigger:
- Set Port Points
- Events
- Map initialization
- Conditions
- Actions
- Set PortOrderPoint[1] = (Center of Port Russia <gen>)
- Set PortOrderPoint[2] = (Center of Port GB <gen>)
- Set PortOrderPoint[3] = (Center of Port Italy <gen>)
- Set PortOrderPoint[4] = (Center of Port Turkey <gen>)
- Set PortOrderPoint[5] = (Center of Port France <gen>)
- Set PortOrderPoint[6] = (Center of PortGermany <gen>)
- Set PortOrderPoint[7] = (Center of PortBulgaria <gen>)
- Set PortOrderPoint[8] = (Center of Port Austria <gen>)
- Events
Trigger:
- Turkey
- Events
- Time - Every 90.00 seconds of game time
- Conditions
- Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Trading Docks 0656 <gen> is alive) Equal to True
- Then - Actions
- Unit - Create 1 Merchant Ship for Player 11 (Dark Green) at (Center of Ottoman Trade Spawn <gen>) facing Default building facing degrees
- Unit - Order (Last created unit) to Move To PortOrderPoint[8]
- Unit Group - Add (Last created unit) to MerchantGroup[8]
- Unit - Create 1 Merchant Ship for Player 11 (Dark Green) at (Center of Ottoman Trade Spawn <gen>) facing Default building facing degrees
- Unit - Order (Last created unit) to Move To PortOrderPoint[8]
- Unit Group - Add (Last created unit) to MerchantGroup[8]
- Unit - Create 1 Merchant Ship for Player 8 (Pink) at (Center of Ottoman Trade Spawn <gen>) facing Default building facing degrees
- Unit - Order (Last created unit) to Move To PortOrderPoint[7]
- Unit Group - Add (Last created unit) to MerchantGroup[7]
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Events
Trigger:
- Periodical Orders
- Events
- Unit - A unit Is issued an order targeting a point
- Conditions
- (Issued order) Equal to (Order(smart))
- (Unit-type of (Ordered unit)) Equal to Merchant Ship
- Actions
- Game - Display to (All players) the text: dfghjk
- Trigger - Turn off (This trigger)
- For each (Integer A) from 1 to 8, do (Actions)
- Loop - Actions
- Game - Display to (All players) the text: BAC
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Ordered unit) is in MerchantGroup[(Integer A)]) Equal to True
- Then - Actions
- Game - Display to (All players) the text: dfghjk
- Unit - Order (Ordered unit) to Move To PortOrderPoint[(Integer A)]
- Else - Actions
- If - Conditions
- Loop - Actions
- Trigger - Turn on (This trigger)
- Events
Merchant ships have the ward classification. Game text is for testing purposes.
What this trigger is supposed to do is detect when a player attempts to right-click move a Merchant Ship, and then give the Ship it's previous order back through the use of unit groups. However, while this works perfectly fine when I test it on my merchant ships, I've done tests with computer slots and unused slots with shared control and the second dfghjk does not display. I can only assume that the Merchant Ship was not assigned to a unit group.
Why is this happening, and how can I fix it?