Thank you for the info and site link. I actually totally changed my code sense posting this and now have it working but this info should be useful later on. and i am using Jass New Gen and thank for the boolexpr fact i didn't know that null no longer leaked
i had this working in gui but i am trying to learn more about jass so i copied then converted but after trying to change all the commands to natives it doesn't work.
the gui version
Time - Elapsed game time is 5.00 seconds
i am just getting the hang of Jass but this code is just not working at all but jasshelper finds no problems with it. So i am assuming i inserted something right but not for what i want. i commented to the three spots i think the error could be but i don't know Jass good enough to tell...
this should do it
Unit - A unit Acquires an item
For each (Integer A) from 1 to 6, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)...
i would say you would have to do something like:
Player - Player 1 (Red) Presses the Up Arrow key
Camera - Pan camera for Player 1 (Red) to ((Target of current camera view) offset by (0.00, 1.00)) over 0.00 seconds
wow this sounds like the new chapter of fairy tale?
Player - Player 1 (Red) types a chat message containing monsters as A substring
Set Number = (Integer((Substring((Entered chat string), 1, 3))))
Unit - Create Number Footman...
i think this would be better cuz it takes into account if you have multiple things of 50.
Player - Player 1 (Red) types a chat message containing -Convert as An exact match
Unit Group - Pick every unit in (Units in Region 000 <gen>)...
you could possible make an array of abilities and do
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Triggering unit)) Equal to Magic Unit Test
Then - Actions
Unit - Unpause (Triggering unit)
Wait 0.01 seconds
can we see the trigger that does the random number. cause depending on how it is done you might be able to set a variable to remember that random number then recall that number to make the unit carry out that order again.
i am not sure if that can be done but in my trigger the townhall is not destroyed it is removed but i would think it would be easier to rewrite the other trigger. you could pm me the other trigger or post it here and i will see if i can tweak it.