jnZ
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- Reaction score
- 64
hey ppl i need help with this trigger: i just cant see the problem here
the trigger is supposed to order the creep to move to the next Square, Nort, East, West or South.
The unit group checks for Blocks (In my map categroized as ancients) in its paths but somehow the unitgroup is empty everytime so that the else function never triggers (i entered the Game - Text message to test this)
someone sees the problem? thx
JASS:
Creep Movement
Events
Time - Every 0.30 seconds of game time
Conditions
Actions
For each (Integer Loop[44]) from 1 to 4, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(UnitCreep[Loop[44]] is alive) Equal to True
Then - Actions
Set PointTemporaryCreepMovementA = (Position of UnitCreep[Loop[44]])
Set PointTemporaryCreepMovementB = (PointTemporaryCreepMovementA offset by (70.00, 0.00))
Set RectTemporaryCreepMovement = (Region centered at PointTemporaryCreepMovementB with size (5.00, 5.00))
Set UnitGroupCreepMovement = (Units in RectTemporaryCreepMovement matching (((Matching unit) is An Ancient) Equal to True))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(UnitGroupCreepMovement is empty) Equal to True
Then - Actions
Unit - Order UnitCreep[Loop[44]] to Move To PointTemporaryCreepMovementB
Else - Actions
Game - Display to (All players) the text: XXX
Custom script: call RemoveLocation( udg_PointTemporaryCreepMovementB )
Custom script: call RemoveRect( udg_RectTemporaryCreepMovement )
Custom script: call DestroyGroup( udg_UnitGroupCreepMovement )
Set PointTemporaryCreepMovementB = (PointTemporaryCreepMovementA offset by (-70.00, 0.00))
Set RectTemporaryCreepMovement = (Region centered at PointTemporaryCreepMovementB with size (5.00, 5.00))
Set UnitGroupCreepMovement = (Units in RectTemporaryCreepMovement matching (((Matching unit) is An Ancient) Equal to True))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(UnitGroupCreepMovement is empty) Equal to True
Then - Actions
Unit - Order UnitCreep[Loop[44]] to Move To PointTemporaryCreepMovementB
Else - Actions
Custom script: call RemoveLocation( udg_PointTemporaryCreepMovementB )
Custom script: call RemoveRect( udg_RectTemporaryCreepMovement )
Custom script: call DestroyGroup( udg_UnitGroupCreepMovement )
Set PointTemporaryCreepMovementB = (PointTemporaryCreepMovementA offset by (0.00, 70.00))
Set RectTemporaryCreepMovement = (Region centered at PointTemporaryCreepMovementB with size (5.00, 5.00))
Set UnitGroupCreepMovement = (Units in RectTemporaryCreepMovement matching (((Matching unit) is An Ancient) Equal to True))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(UnitGroupCreepMovement is empty) Equal to True
Then - Actions
Unit - Order UnitCreep[Loop[44]] to Move To PointTemporaryCreepMovementB
Else - Actions
Custom script: call RemoveLocation( udg_PointTemporaryCreepMovementB )
Custom script: call RemoveRect( udg_RectTemporaryCreepMovement )
Custom script: call DestroyGroup( udg_UnitGroupCreepMovement )
Set PointTemporaryCreepMovementB = (PointTemporaryCreepMovementA offset by (0.00, -70.00))
Set RectTemporaryCreepMovement = (Region centered at PointTemporaryCreepMovementB with size (5.00, 5.00))
Set UnitGroupCreepMovement = (Units in RectTemporaryCreepMovement matching (((Matching unit) is An Ancient) Equal to True))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(UnitGroupCreepMovement is empty) Equal to True
Then - Actions
Unit - Order UnitCreep[Loop[44]] to Move To PointTemporaryCreepMovementB
Else - Actions
Custom script: call RemoveLocation( udg_PointTemporaryCreepMovementB )
Custom script: call RemoveLocation( udg_PointTemporaryCreepMovementA )
Custom script: call RemoveRect( udg_RectTemporaryCreepMovement )
Custom script: call DestroyGroup( udg_UnitGroupCreepMovement )
Else - Actions
the trigger is supposed to order the creep to move to the next Square, Nort, East, West or South.
The unit group checks for Blocks (In my map categroized as ancients) in its paths but somehow the unitgroup is empty everytime so that the else function never triggers (i entered the Game - Text message to test this)
someone sees the problem? thx