Problem with spawning

Skeith

New Member
Reaction score
3
Hello, i'm having a problem binding 2 units together. When 2 units enter a circle, its supposed to come out a different unit. In my case, i'm using a horse and a footman, when the 2 enter the region, it spawn a knight. It works pretty nicely, but the problem is that if i put 2 horses, then a footman, it will spawn 2 knights =/. Heres my trigger

Trigger:
  • Knight
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set Fusion = (Units in FusionGroup <gen> matching ((Unit-type of (Matching unit)) Equal to Footman))
      • Unit Group - Pick every unit in Fusion and do (Actions)
        • Loop - Actions
          • Set Footman = (Picked unit)
          • Set Fusion = (Units in FusionGroup <gen> matching ((Unit-type of (Matching unit)) Equal to Riderless Horse))
          • Unit Group - Pick every unit in Fusion and do (Actions)
            • Loop - Actions
              • Set Horse = (Picked unit)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Footman Not equal to No unit
                  • Horse Not equal to No unit
                  • (Number of units in (Units in FusionGroup <gen>)) Equal to 2
                • Then - Actions
                  • Unit - Remove Footman from the game
                  • Unit - Remove Horse from the game
                  • Unit - Create 1 Knight for (Owner of (Picked unit)) at (Center of FusionGroup <gen>) facing Default building facing degrees
                • Else - Actions
      • Custom script: call DestroyGroup(udg_Fusion)
 

Happy

Well-Known Member
Reaction score
71
set an extra condition like this:

and...all conditions are true
-number of units in (your fusion region) equal to 2
-number of units of type horse equal to 1
-number of units of type footman equal to 1

it should work with this xD

greetz happy
 

Icyculyr

I'm a Mac
Reaction score
68
This is because Footman is set to picked unit, but you pick every horse in that region, so if there is 2, Footman is still going to be a unit.
So your condition of Footman Not Equal to No Unit won't work. Also your trigger leaks since Fusion is used again within itself without being cleaned.

I'd do this:

Unit Group Array [1] ugGroups
Integer Array [1] iGroupCount
Point pPoint

Trigger:
  • Player Group - Pick every player in (All players) and do (Actions)
    • Loop - Actions
      • Set ugGroups[0] = (Units in FusionGroup <gen> matching ((Unit-type of (Matching unit)) Equal to Footman) And (Owner of Matching unit) Equal to Picked Player)
      • Set ugGroups[1] = (Units in FusionGroup <gen> matching ((Unit-type of (Matching unit)) Equal to Riderless Horse) And (Owner of Matching unit) Equal to Picked Player)
      • Set iGroupCount[0] = Number of units in ugGroups[0]
      • Set iGroupCount[1] = Number of units in ugGroups[1]
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • iGroupCount[0] > iGroupCount[1]
        • Then - Actions
          • Set iGroupCount[0] = iGroupCount[1]
        • Else - Actions
          • Set iGroupCount[1] = iGroupCount[0]
      • For each (Integer A) from 0 to iGroupCount[0] - 1, do (Actions)
        • Loop - Actions
          • Unit - Remove (Random unit from ugGroups[0]) from the game
          • Unit - Remove (Random unit from ugGroups[1]) from the game
          • Set pPoint = (Center of FusionGroup <gen>)
          • Unit - Create 1 Knight for (Picked Player) at pPoint facing Default building facing degrees
          • Custom script: call RemoveLocation(udg_pPoint)
      • Custom script: call DestroyGroup(udg_ugGroups[0])
      • Custom script: call DestroyGroup(udg_ugGroups[1])


Excluding the Player Group leak which I don't bother to clean in my code, this has no leaks, and it should work.

Kind Regards
 
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