Matemeo
New Member
- Reaction score
- 20
Ok heres the trigger I made up for a respawn trigger
What it does is simple enough, if the number of units gets too low, then it goes through my region array which there is 13. Then it checks to see if theres a unit there already, but...it seems to disregard that step. It always spawns them at the first region in the array.
I'm lost about how to fix this. Any help would be truly appreciated, I've been trying to fix it up for awhile now. Thanks in advance.
Code:
QuillBoreRespawn
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Quillboar_Countem Less than 10
Then - Actions
For each (Integer A) from 1 to 13, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in (Units in QuillBoareRect[(Integer A)]((Unit-type of (Matching unit)) Equal to Quillboar))) Equal to 0
Then - Actions
Unit - Create 1 Quillboar for Neutral Hostile at (Random point in QuillBoareRect[(Integer A)]) facing Default building facing (270.0) degrees
Set Quillboar_Countem = (Quillboar_Countem + 1)
If (Quillboar_Countem Greater than 9) then do (Skip remaining actions) else do (Do nothing)
Else - Actions
Else - Actions
What it does is simple enough, if the number of units gets too low, then it goes through my region array which there is 13. Then it checks to see if theres a unit there already, but...it seems to disregard that step. It always spawns them at the first region in the array.
I'm lost about how to fix this. Any help would be truly appreciated, I've been trying to fix it up for awhile now. Thanks in advance.