For Loop Help...

Guest3z

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Ok so I wanted to make a map where wisps would spawn and circle in a wheel and as time went on it gets harder and harder. I made a trigger to do all the spawning for me all I would need to do is set the level before I ran the trigger. Here it is
Code:
SpawnWisps
    Events
    Conditions
    Actions
        Unit Group - Pick every unit in TempGroup and do (Unit - Remove (Picked unit) from the game)
        Custom script:   call DestroyGroup( udg_TempGroup )
        For each (Integer A) from 1 to 9, do (Actions)
            Loop - Actions
                Set TempPt1 = (Center of WispRegion[(Integer A)])
                Unit - Create 1 Wisp for Neutral Hostile at TempPt1 facing Default building facing degrees
                Custom script:   call RemoveLocation( udg_TempPt1 )
        Set TempGroup = (Units owned by Neutral Hostile)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Level Greater than or equal to 9
            Then - Actions
                Unit - Remove (Random unit from TempGroup) from the game
            Else - Actions
                [COLOR="Red"]For each (Integer A) from 1 to (9 - Level), do (Actions)[/COLOR]
                    Loop - Actions
                        Unit - Remove (Random unit from TempGroup) from the game
                        Custom script:   call DestroyGroup( udg_TempGroup )
                        Set TempGroup = (Units owned by Neutral Hostile)
        Custom script:   call DestroyGroup( udg_TempGroup )
        Set TempGroup = (Units owned by Neutral Hostile)
I use TempGroup to move the wisps in another trigger and every time it loops around (360°) It runs this trigger so you have to move to dodge the wisps again. Level is an integer set before I run this so It's not that, but the problem is whenever I run this It doesn't spawn the right amount of wisps and I can't figure out why. I just want it to spawn the level integer in wisps, so level 1 would have 1 wisp and 2 would have 2 and so on. For some reason It seems to make any amount of wisps it feels like. I think the red line is the problem but I just don't get it. Please help +rep
Btw I posted the map so you can try yourself and see what happens if you feel like it http://www.epicwar.com/maps/download/29224/Asdfjklol.w3x

-Edit Fixed it... it seems unit groups cannot update instantly because when I added a wait 0.00 seconds trigger at the start of the loop
Code:
For each (Integer A) from 1 to (9 - Level), do (Actions)
                    Loop - Actions
                        Unit - Remove (Random unit from TempGroup) from the game
                        Custom script:   call DestroyGroup( udg_TempGroup )
                        Set TempGroup = (Units owned by Neutral Hostile)
it magicly worked... but now it takes about a quarter of a second to delete all of the wisps. Oh well maybe this will help someone else.
 
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