Issuing orders to unused/computer slot units in unit group

Jackal

You can change this now in User CP... or Die Tryin
Reaction score
38
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>)


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


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
      • Trigger - Turn on (This trigger)



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?
 

Lord Regno

Active Member
Reaction score
19
Trigger:
  • Trigger - Turn off (This trigger)


This will turn off the trigger, every action after that will get stoped. Remove this trigger and the turn on trigger and it will work fine.
 

Jackal

You can change this now in User CP... or Die Tryin
Reaction score
38
Trigger:
  • Trigger - Turn off (This trigger)


This will turn off the trigger, every action after that will get stoped. Remove this trigger and the turn on trigger and it will work fine.

No, it just stops the trigger from executing again until it says "Turn on (This trigger)". This is because the event is "A unit Is issued an order.." and between the "Turn off" and "Turn on" is an "Order Unit" action. The turn off and ons are required to stop an infinite loop of the action causing the event over and over.

I still get the "BAC" message from testing, so I know the trigger does not suddenly stop in progress, rather it just stops from executing again during that very brief period.
 
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Staff online

      • Ghan
        Administrator - Servers are fun

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top