Something Wierd is going on

  • Thread starter Thread starter ChrisS2005
  • Start date Start date
C

ChrisS2005

Guest
For some reason my Attack-Move trigger is acting wierd. When itll create units itll go into a little corner and stay there unless something comes near like an enemy altough the trigger says to move to the enemies base. I checked over and over but I cant seem to find anything wrong. Here is everything and anything that has to do with the moving trigger.

Region01
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
Unit - Create 1 Swordsman for Player 5 (Yellow) at (Center of Region 001 <gen>) facing Default building facing degrees
Unit - Create 1 Swordsman for Player 5 (Yellow) at (Center of Region 001 <gen>) facing Default building facing degrees
Unit - Create 1 Swordsman for Player 5 (Yellow) at (Center of Region 001 <gen>) facing Default building facing degrees
Unit - Create 1 Swordsman for Player 5 (Yellow) at (Center of Region 001 <gen>) facing Default building facing degrees
Unit - Create 1 Archer for Player 5 (Yellow) at (Center of Region 001 <gen>) facing Default building facing degrees
Unit - Create 1 Archer for Player 5 (Yellow) at (Center of Region 001 <gen>) facing Default building facing degrees
Unit - Create 1 Archer for Player 5 (Yellow) at (Center of Region 001 <gen>) facing Default building facing degrees

Region02
Events
Time - Every 18.00 seconds of game time
Conditions
Actions
Unit - Create 1 Swordsman for Player 5 (Yellow) at (Center of Region 002 <gen>) facing Default building facing degrees
Unit - Create 1 Swordsman for Player 5 (Yellow) at (Center of Region 002 <gen>) facing Default building facing degrees
Unit - Create 1 Swordsman for Player 5 (Yellow) at (Center of Region 002 <gen>) facing Default building facing degrees
Unit - Create 1 Swordsman for Player 5 (Yellow) at (Center of Region 002 <gen>) facing Default building facing degrees
Unit - Create 1 Archer for Player 5 (Yellow) at (Center of Region 002 <gen>) facing Default building facing degrees
Unit - Create 1 Archer for Player 5 (Yellow) at (Center of Region 002 <gen>) facing Default building facing degrees
Unit - Create 1 Archer for Player 5 (Yellow) at (Center of Region 002 <gen>) facing Default building facing degrees

etc...

Attack01
Events
Unit - A unit enters Region 001 <gen>
Conditions
((Entering unit) is A Hero) Equal to False
Actions
Unit - Order (Entering unit) to Attack-Move To (Rally-Point of Arcane Observatory 0004 <gen> as a point)

Attack02
Events
Unit - A unit enters Region 002 <gen>
Conditions
((Entering unit) is A Hero) Equal to False
Actions
Unit - Order (Entering unit) to Attack-Move To (Position of Arcane Observatory 0004 <gen>)

etc...

Destroy01
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Magic Vault 0032 <gen>
Actions
Trigger - Turn off Region01 <gen>

Destroy02
Events
Unit - A unit Dies
Conditions
(Dying unit) Equal to Magic Vault 0031 <gen>
Actions
Trigger - Turn off Region02 <gen>

etc...

Well if you notice I cant really seem to find anything wrong but it just goes in a corner and it does the same exact thing on the other side. Some one please help? :banghead:
 
Sorry, I can't really help you with problem, but I'd like to point out that instead of creating units one at a time, you can change the 1 into another number, to make 5 or so units at the same time.
 
it shouldent be "Rally-Point of Arcane Observatory 0004 <gen> as a point" but "Unit position of Arcane Observatory 0004" and the same way with the other triggers.

And you know that you can have all unit create in the same action:
Unit - Create 7 Swordsman for Player 5 (Yellow) at (Center of Region 001 <gen>) facing Default building facing degrees
 
what exactly are you trying to do with this trigger? One problem could be you attack move you might want to try patrol but i really dont know what you trying to do so i dont know.
 
What im trying to do is make an AoS map that sends a bunch of units to a base but it just goes in a corner. If some one would like to try out the map with me and see what the problem is PLEASE let me know.
 
I just started it now and it says before I test on Warcraft (but doesnt play game).

c:\... \warcraft iii\maps\test\WorldEditTestMap.w3xTemp\war3map.j

1 compile error

Line 269: Expected a variable name



//===========================================================================
//
// War of Sacrifice (WoS)
//
// Warcraft III map script
// Generated by the Warcraft III World Editor
// Date: Sat Apr 23 16:44:46 2005
// Map Author: ImZaBiGn3wBi3
//
//===========================================================================

//***************************************************************************
//*
//* Global Variables
//*
//***************************************************************************

globals
// User-defined
unit array udg_Hero1
timer udg_CountdwnTimer = null

// Generated
rect gg_rct_Region_001 = null
rect gg_rct_Region_002 = null
rect gg_rct_Region_005 = null
rect gg_rct_Region_006 = null
rect gg_rct_Region_000 = null
rect gg_rct_Region_004 = null
sound gg_snd_PH1 = null
trigger gg_trg_Melee_Initialization = null
trigger gg_trg_Hero = null
trigger gg_trg_HeroDiesTeam1 = null
trigger gg_trg_HeroDiesTeam2 = null
trigger gg_trg_Destroy01 = null
trigger gg_trg_Destroy02 = null
trigger gg_trg_Destroy05 = null
trigger gg_trg_Destroy06 = null
trigger gg_trg_Footmen_Bounty = null
trigger gg_trg_Gold = null
trigger gg_trg_Region01 = null
trigger gg_trg_Region02 = null
trigger gg_trg_Attack01 = null
trigger gg_trg_Attack02 = null
trigger gg_trg_Region05 = null
trigger gg_trg_Region06 = null
trigger gg_trg_Attack05 = null
trigger gg_trg_Attack06 = null
unit gg_unit_nmgv_0028 = null
unit gg_unit_nmgv_0029 = null
unit gg_unit_nmgv_0031 = null
unit gg_unit_nmgv_0032 = null
trigger gg_trg_DefeatandVictory01 = null
unit gg_unit_haro_0002 = null
trigger gg_trg_DefeatandVictory02 = null
unit gg_unit_haro_0004 = null
endglobals

function InitGlobals takes nothing returns nothing
local integer i = 0
set udg_CountdwnTimer = CreateTimer()
endfunction

//***************************************************************************
//*
//* Sounds
//*
//***************************************************************************

function InitSounds takes nothing returns nothing
set gg_snd_PH1 = CreateSound( "Sound\\Music\\mp3Music\\PH1.mp3", false, false, false, 10, 10, "" )
call SetSoundParamsFromLabel( gg_snd_PH1, "PHMusic" )
call SetSoundDuration( gg_snd_PH1, 281582 )
endfunction

//***************************************************************************
//*
//* Unit Creation
//*
//***************************************************************************

//===========================================================================
function CreateUnitsForPlayer0 takes nothing returns nothing
local player p = Player(0)
local unit u
local integer unitID
local trigger t
local real life

set u = CreateUnit( p, 'hpea', -3015.1, -2239.1, 350.947 )
endfunction

//===========================================================================
function CreateUnitsForPlayer1 takes nothing returns nothing
local player p = Player(1)
local unit u
local integer unitID
local trigger t
local real life

set u = CreateUnit( p, 'hpea', -2969.8, -2156.0, 9.350 )
endfunction

//===========================================================================
function CreateUnitsForPlayer2 takes nothing returns nothing
local player p = Player(2)
local unit u
local integer unitID
local trigger t
local real life

set u = CreateUnit( p, 'hpea', -2976.8, -2044.2, 319.349 )
endfunction

//===========================================================================
function CreateUnitsForPlayer3 takes nothing returns nothing
local player p = Player(3)
local unit u
local integer unitID
local trigger t
local real life

set u = CreateUnit( p, 'hpea', -3139.0, -2249.8, 176.017 )
endfunction

//===========================================================================
function CreateBuildingsForPlayer4 takes nothing returns nothing
local player p = Player(4)
local unit u
local integer unitID
local trigger t
local real life

set u = CreateUnit( p, 'ntx2', -2112.0, -1792.0, 270.000 )
set u = CreateUnit( p, 'ntx2', -1536.0, -2368.0, 270.000 )
set gg_unit_haro_0002 = CreateUnit( p, 'haro', -3072.0, -3328.0, 270.000 )
set gg_unit_nmgv_0031 = CreateUnit( p, 'nmgv', -1856.0, -2880.0, 270.000 )
set gg_unit_nmgv_0032 = CreateUnit( p, 'nmgv', -2624.0, -2112.0, 270.000 )
endfunction

//===========================================================================
function CreateUnitsForPlayer5 takes nothing returns nothing
local player p = Player(5)
local unit u
local integer unitID
local trigger t
local real life

set u = CreateUnit( p, 'hpea', 3056.0, 1686.7, 162.745 )
endfunction

//===========================================================================
function CreateUnitsForPlayer6 takes nothing returns nothing
local player p = Player(6)
local unit u
local integer unitID
local trigger t
local real life

set u = CreateUnit( p, 'hpea', 2980.6, 1672.0, 88.476 )
endfunction

//===========================================================================
function CreateUnitsForPlayer7 takes nothing returns nothing
local player p = Player(7)
local unit u
local integer unitID
local trigger t
local real life

set u = CreateUnit( p, 'hpea', 2951.0, 1602.5, 174.842 )
endfunction

//===========================================================================
function CreateUnitsForPlayer8 takes nothing returns nothing
local player p = Player(8)
local unit u
local integer unitID
local trigger t
local real life

set u = CreateUnit( p, 'hpea', 2955.9, 1490.0, 72.886 )
endfunction

//===========================================================================
function CreateBuildingsForPlayer9 takes nothing returns nothing
local player p = Player(9)
local unit u
local integer unitID
local trigger t
local real life

set gg_unit_haro_0004 = CreateUnit( p, 'haro', 3008.0, 2816.0, 270.000 )
set u = CreateUnit( p, 'ntx2', 1984.0, 1280.0, 270.000 )
set u = CreateUnit( p, 'ntx2', 1536.0, 1984.0, 270.000 )
set gg_unit_nmgv_0028 = CreateUnit( p, 'nmgv', 1856.0, 2496.0, 270.000 )
set gg_unit_nmgv_0029 = CreateUnit( p, 'nmgv', 2432.0, 1600.0, 270.000 )
endfunction

//===========================================================================
function CreateNeutralPassiveBuildings takes nothing returns nothing
local player p = Player(PLAYER_NEUTRAL_PASSIVE)
local unit u
local integer unitID
local trigger t
local real life

set u = CreateUnit( p, 'ntav', -3136.0, -2048.0, 270.000 )
call SetUnitColor( u, ConvertPlayerColor(0) )
set u = CreateUnit( p, 'ntav', 3136.0, 1536.0, 270.000 )
call SetUnitColor( u, ConvertPlayerColor(0) )
set u = CreateUnit( p, 'nfnp', 1856.0, 2880.0, 270.000 )
set u = CreateUnit( p, 'nbfl', -1856.0, -3392.0, 270.000 )
endfunction

//===========================================================================
function CreateNeutralPassive takes nothing returns nothing
local player p = Player(PLAYER_NEUTRAL_PASSIVE)
local unit u
local integer unitID
local trigger t
local real life

set u = CreateUnit( p, 'Ekgg', -1311.2, 2057.8, 4.140 )
set u = CreateUnit( p, 'Ekgg', 1170.4, -2677.3, 180.000 )
endfunction

//===========================================================================
function CreatePlayerBuildings takes nothing returns nothing
call CreateBuildingsForPlayer4( )
call CreateBuildingsForPlayer9( )
endfunction

//===========================================================================
function CreatePlayerUnits takes nothing returns nothing
call CreateUnitsForPlayer0( )
call CreateUnitsForPlayer1( )
call CreateUnitsForPlayer2( )
call CreateUnitsForPlayer3( )
call CreateUnitsForPlayer5( )
call CreateUnitsForPlayer6( )
call CreateUnitsForPlayer7( )
call CreateUnitsForPlayer8( )
endfunction

//===========================================================================
function CreateAllUnits takes nothing returns nothing
call CreateNeutralPassiveBuildings( )
call CreatePlayerBuildings( )
call CreateNeutralPassive( )
call CreatePlayerUnits( )
endfunction

//***************************************************************************
//*
//* Regions
//*
//***************************************************************************

function CreateRegions takes nothing returns nothing
local weathereffect we

set gg_rct_Region_001 = Rect( -2464.0, -2336.0, -2080.0, -1984.0 )
set gg_rct_Region_002 = Rect( -2112.0, -2720.0, -1728.0, -2368.0 )
set gg_rct_Region_005 = Rect( 1664.0, 2016.0, 2048.0, 2368.0 )
set gg_rct_Region_006 = Rect( 1952.0, 1440.0, 2336.0, 1792.0 )
set gg_rct_Region_000 = Rect( -2592.0, -2976.0, -2560.0, -2944.0 )
set gg_rct_Region_004 = Rect( 2688.0, 2432.0, 2720.0, 2464.0 )
set gg_rct_Region_007 = Rect( -3328.0, -3584.0, -2880.0, -3200.0 )
endfunction

//***************************************************************************
//*
//* Triggers
//*
//***************************************************************************

//===========================================================================
// Trigger: Melee Initialization
//
// Default melee game initialization for all players
//===========================================================================
function Trig_Melee_Initialization_Func013A takes nothing returns nothing
call PlaySoundBJ( gg_snd_PH1 )
call SetPlayerStateBJ( GetEnumPlayer(), PLAYER_STATE_RESOURCE_LUMBER, 1 )
call SetPlayerStateBJ( GetEnumPlayer(), PLAYER_STATE_RESOURCE_GOLD, 2000 )
endfunction

function Trig_Melee_Initialization_Actions takes nothing returns nothing
call SetPlayerFlagBJ( PLAYER_STATE_GIVES_BOUNTY, true, Player(0) )
call SetPlayerFlagBJ( PLAYER_STATE_GIVES_BOUNTY, true, Player(1) )
call SetPlayerFlagBJ( PLAYER_STATE_GIVES_BOUNTY, true, Player(2) )
call SetPlayerFlagBJ( PLAYER_STATE_GIVES_BOUNTY, true, Player(3) )
call SetPlayerFlagBJ( PLAYER_STATE_GIVES_BOUNTY, true, Player(4) )
call SetPlayerFlagBJ( PLAYER_STATE_GIVES_BOUNTY, true, Player(5) )
call SetPlayerFlagBJ( PLAYER_STATE_GIVES_BOUNTY, true, Player(6) )
call SetPlayerFlagBJ( PLAYER_STATE_GIVES_BOUNTY, true, Player(7) )
call SetPlayerFlagBJ( PLAYER_STATE_GIVES_BOUNTY, true, Player(8) )
call SetPlayerFlagBJ( PLAYER_STATE_GIVES_BOUNTY, true, Player(9) )
call MeleeStartingAI( )
call MeleeClearExcessUnits( )
call ForForce( GetPlayersAll(), function Trig_Melee_Initialization_Func013A )
endfunction

//===========================================================================
function InitTrig_Melee_Initialization takes nothing returns nothing
set gg_trg_Melee_Initialization = CreateTrigger( )
call TriggerAddAction( gg_trg_Melee_Initialization, function Trig_Melee_Initialization_Actions )
endfunction

//===========================================================================
// Trigger: Hero
//===========================================================================
function Trig_Hero_Actions takes nothing returns nothing
call RemoveUnit( GetBuyingUnit() )
endfunction

//===========================================================================
function InitTrig_Hero takes nothing returns nothing
set gg_trg_Hero = CreateTrigger( )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Hero, Player(PLAYER_NEUTRAL_PASSIVE), EVENT_PLAYER_UNIT_SELL )
call TriggerAddAction( gg_trg_Hero, function Trig_Hero_Actions )
endfunction

//===========================================================================
// Trigger: HeroDiesTeam1
//===========================================================================
function Trig_HeroDiesTeam1_Conditions takes nothing returns boolean
if ( not ( IsUnitType(GetDyingUnit(), UNIT_TYPE_HERO) == true ) ) then
return false
endif
return true
endfunction

function Trig_HeroDiesTeam1_Actions takes nothing returns nothing
call CreateTimerDialogBJ( udg_CountdwnTimer, GetPlayerName(GetTriggerPlayer()) )
call StartTimerBJ( udg_CountdwnTimer, false, 20.00 )
call TriggerSleepAction( 20.00 )
call ReviveHeroLoc( GetDyingUnit(), GetRectCenter(gg_rct_Region_000), true )
call DestroyTimerDialogBJ( GetLastCreatedTimerDialogBJ() )
endfunction

//===========================================================================
function InitTrig_HeroDiesTeam1 takes nothing returns nothing
set gg_trg_HeroDiesTeam1 = CreateTrigger( )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_HeroDiesTeam1, Player(0), EVENT_PLAYER_UNIT_DEATH )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_HeroDiesTeam1, Player(1), EVENT_PLAYER_UNIT_DEATH )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_HeroDiesTeam1, Player(2), EVENT_PLAYER_UNIT_DEATH )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_HeroDiesTeam1, Player(3), EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( gg_trg_HeroDiesTeam1, Condition( function Trig_HeroDiesTeam1_Conditions ) )
call TriggerAddAction( gg_trg_HeroDiesTeam1, function Trig_HeroDiesTeam1_Actions )
endfunction

//===========================================================================
// Trigger: HeroDiesTeam2
//===========================================================================
function Trig_HeroDiesTeam2_Conditions takes nothing returns boolean
if ( not ( IsUnitType(GetDyingUnit(), UNIT_TYPE_HERO) == true ) ) then
return false
endif
return true
endfunction

function Trig_HeroDiesTeam2_Actions takes nothing returns nothing
call CreateTimerDialogBJ( udg_CountdwnTimer, GetPlayerName(GetTriggerPlayer()) )
call StartTimerBJ( udg_CountdwnTimer, false, 20.00 )
call TriggerSleepAction( 20.00 )
call ReviveHeroLoc( GetDyingUnit(), GetRectCenter(gg_rct_Region_004), true )
endfunction

//===========================================================================
function InitTrig_HeroDiesTeam2 takes nothing returns nothing
set gg_trg_HeroDiesTeam2 = CreateTrigger( )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_HeroDiesTeam2, Player(5), EVENT_PLAYER_UNIT_DEATH )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_HeroDiesTeam2, Player(6), EVENT_PLAYER_UNIT_DEATH )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_HeroDiesTeam2, Player(7), EVENT_PLAYER_UNIT_DEATH )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_HeroDiesTeam2, Player(8), EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( gg_trg_HeroDiesTeam2, Condition( function Trig_HeroDiesTeam2_Conditions ) )
call TriggerAddAction( gg_trg_HeroDiesTeam2, function Trig_HeroDiesTeam2_Actions )
endfunction

//===========================================================================
// Trigger: Destroy01
//===========================================================================
function Trig_Destroy01_Conditions takes nothing returns boolean
if ( not ( GetDyingUnit() == gg_unit_nmgv_0032 ) ) then
return false
endif
return true
endfunction

function Trig_Destroy01_Actions takes nothing returns nothing
call DisableTrigger( gg_trg_Region01 )
endfunction

//===========================================================================
function InitTrig_Destroy01 takes nothing returns nothing
set gg_trg_Destroy01 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Destroy01, EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( gg_trg_Destroy01, Condition( function Trig_Destroy01_Conditions ) )
call TriggerAddAction( gg_trg_Destroy01, function Trig_Destroy01_Actions )
endfunction

//===========================================================================
// Trigger: Destroy02
//===========================================================================
function Trig_Destroy02_Conditions takes nothing returns boolean
if ( not ( GetDyingUnit() == gg_unit_nmgv_0031 ) ) then
return false
endif
return true
endfunction

function Trig_Destroy02_Actions takes nothing returns nothing
call DisableTrigger( gg_trg_Region02 )
endfunction

//===========================================================================
function InitTrig_Destroy02 takes nothing returns nothing
set gg_trg_Destroy02 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Destroy02, EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( gg_trg_Destroy02, Condition( function Trig_Destroy02_Conditions ) )
call TriggerAddAction( gg_trg_Destroy02, function Trig_Destroy02_Actions )
endfunction

//===========================================================================
// Trigger: Destroy05
//===========================================================================
function Trig_Destroy05_Conditions takes nothing returns boolean
if ( not ( GetDyingUnit() == gg_unit_nmgv_0028 ) ) then
return false
endif
return true
endfunction

function Trig_Destroy05_Actions takes nothing returns nothing
call DisableTrigger( gg_trg_Region05 )
endfunction

//===========================================================================
function InitTrig_Destroy05 takes nothing returns nothing
set gg_trg_Destroy05 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Destroy05, EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( gg_trg_Destroy05, Condition( function Trig_Destroy05_Conditions ) )
call TriggerAddAction( gg_trg_Destroy05, function Trig_Destroy05_Actions )
endfunction

//===========================================================================
// Trigger: Destroy06
//===========================================================================
function Trig_Destroy06_Conditions takes nothing returns boolean
if ( not ( GetDyingUnit() == gg_unit_nmgv_0029 ) ) then
return false
endif
return true
endfunction

function Trig_Destroy06_Actions takes nothing returns nothing
call DisableTrigger( gg_trg_Region06 )
endfunction

//===========================================================================
function InitTrig_Destroy06 takes nothing returns nothing
set gg_trg_Destroy06 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Destroy06, EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( gg_trg_Destroy06, Condition( function Trig_Destroy06_Conditions ) )
call TriggerAddAction( gg_trg_Destroy06, function Trig_Destroy06_Actions )
endfunction

//===========================================================================
// Trigger: Footmen Bounty
//===========================================================================
function Trig_Footmen_Bounty_Conditions takes nothing returns boolean
if ( not ( GetOwningPlayer(GetKillingUnitBJ()) == GetEnumPlayer() ) ) then
return false
endif
return true
endfunction

function Trig_Footmen_Bounty_Actions takes nothing returns nothing
call AdjustPlayerStateBJ( 200, GetEnumPlayer(), PLAYER_STATE_RESOURCE_GOLD )
endfunction

//===========================================================================
function InitTrig_Footmen_Bounty takes nothing returns nothing
set gg_trg_Footmen_Bounty = CreateTrigger( )
call TriggerRegisterPlayerUnitEventSimple( gg_trg_Footmen_Bounty, Player(4), EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( gg_trg_Footmen_Bounty, Condition( function Trig_Footmen_Bounty_Conditions ) )
call TriggerAddAction( gg_trg_Footmen_Bounty, function Trig_Footmen_Bounty_Actions )
endfunction

//===========================================================================
// Trigger: Gold
//===========================================================================
function Trig_Gold_Func001002 takes nothing returns nothing
call AdjustPlayerStateBJ( 100, GetEnumPlayer(), PLAYER_STATE_RESOURCE_GOLD )
endfunction

function Trig_Gold_Actions takes nothing returns nothing
call ForForce( GetPlayersAll(), function Trig_Gold_Func001002 )
endfunction

//===========================================================================
function InitTrig_Gold takes nothing returns nothing
set gg_trg_Gold = CreateTrigger( )
call TriggerRegisterTimerEventPeriodic( gg_trg_Gold, 9.00 )
call TriggerAddAction( gg_trg_Gold, function Trig_Gold_Actions )
endfunction

//===========================================================================
// Trigger: Region01
//===========================================================================
function Trig_Region01_Actions takes nothing returns nothing
call CreateNUnitsAtLoc( 4, 'hhes', Player(4), GetRectCenter(gg_rct_Region_001), bj_UNIT_FACING )
call CreateNUnitsAtLoc( 3, 'nhea', Player(4), GetRectCenter(gg_rct_Region_001), bj_UNIT_FACING )
endfunction

//===========================================================================
function InitTrig_Region01 takes nothing returns nothing
set gg_trg_Region01 = CreateTrigger( )
call TriggerRegisterTimerEventPeriodic( gg_trg_Region01, 18.00 )
call TriggerAddAction( gg_trg_Region01, function Trig_Region01_Actions )
endfunction

//===========================================================================
// Trigger: Region02
//===========================================================================
function Trig_Region02_Actions takes nothing returns nothing
call CreateNUnitsAtLoc( 4, 'hhes', Player(4), GetRectCenter(gg_rct_Region_002), bj_UNIT_FACING )
call CreateNUnitsAtLoc( 3, 'nhea', Player(4), GetRectCenter(gg_rct_Region_002), bj_UNIT_FACING )
endfunction

//===========================================================================
function InitTrig_Region02 takes nothing returns nothing
set gg_trg_Region02 = CreateTrigger( )
call TriggerRegisterTimerEventPeriodic( gg_trg_Region02, 18.00 )
call TriggerAddAction( gg_trg_Region02, function Trig_Region02_Actions )
endfunction

//===========================================================================
// Trigger: Attack01
//===========================================================================
function Trig_Attack01_Conditions takes nothing returns boolean
if ( not ( IsUnitType(GetEnteringUnit(), UNIT_TYPE_HERO) == false ) ) then
return false
endif
return true
endfunction

function Trig_Attack01_Actions takes nothing returns nothing
call IssuePointOrderLocBJ( GetEnteringUnit(), "attack", GetUnitLoc(gg_unit_haro_0002) )
endfunction

//===========================================================================
function InitTrig_Attack01 takes nothing returns nothing
set gg_trg_Attack01 = CreateTrigger( )
call TriggerRegisterEnterRectSimple( gg_trg_Attack01, gg_rct_Region_001 )
call TriggerAddCondition( gg_trg_Attack01, Condition( function Trig_Attack01_Conditions ) )
call TriggerAddAction( gg_trg_Attack01, function Trig_Attack01_Actions )
endfunction

//===========================================================================
// Trigger: Attack02
//===========================================================================
function Trig_Attack02_Conditions takes nothing returns boolean
if ( not ( IsUnitType(GetEnteringUnit(), UNIT_TYPE_HERO) == false ) ) then
return false
endif
return true
endfunction

function Trig_Attack02_Actions takes nothing returns nothing
call IssuePointOrderLocBJ( GetEnteringUnit(), "attack", GetUnitLoc(gg_unit_haro_0004) )
endfunction

//===========================================================================
function InitTrig_Attack02 takes nothing returns nothing
set gg_trg_Attack02 = CreateTrigger( )
call TriggerRegisterEnterRectSimple( gg_trg_Attack02, gg_rct_Region_002 )
call TriggerAddCondition( gg_trg_Attack02, Condition( function Trig_Attack02_Conditions ) )
call TriggerAddAction( gg_trg_Attack02, function Trig_Attack02_Actions )
endfunction

//===========================================================================
// Trigger: Region05
//===========================================================================
function Trig_Region05_Actions takes nothing returns nothing
call CreateNUnitsAtLoc( 4, 'hhes', Player(9), GetRectCenter(gg_rct_Region_005), bj_UNIT_FACING )
call CreateNUnitsAtLoc( 3, 'nhea', Player(9), GetRectCenter(gg_rct_Region_005), bj_UNIT_FACING )
endfunction

//===========================================================================
function InitTrig_Region05 takes nothing returns nothing
set gg_trg_Region05 = CreateTrigger( )
call TriggerRegisterTimerEventPeriodic( gg_trg_Region05, 18.00 )
call TriggerAddAction( gg_trg_Region05, function Trig_Region05_Actions )
endfunction

//===========================================================================
// Trigger: Region06
//===========================================================================
function Trig_Region06_Actions takes nothing returns nothing
call CreateNUnitsAtLoc( 4, 'hhes', Player(9), GetRectCenter(gg_rct_Region_006), bj_UNIT_FACING )
call CreateNUnitsAtLoc( 3, 'nhea', Player(9), GetRectCenter(gg_rct_Region_005), bj_UNIT_FACING )
endfunction

//===========================================================================
function InitTrig_Region06 takes nothing returns nothing
set gg_trg_Region06 = CreateTrigger( )
call TriggerRegisterTimerEventPeriodic( gg_trg_Region06, 18.00 )
call TriggerAddAction( gg_trg_Region06, function Trig_Region06_Actions )
endfunction

//===========================================================================
// Trigger: Attack05
//===========================================================================
function Trig_Attack05_Conditions takes nothing returns boolean
if ( not ( IsUnitType(GetEnteringUnit(), UNIT_TYPE_HERO) == false ) ) then
return false
endif
return true
endfunction

function Trig_Attack05_Actions takes nothing returns nothing
call IssuePointOrderLocBJ( GetEnteringUnit(), "attack", GetUnitRallyPoint(gg_unit_haro_0002) )
endfunction

//===========================================================================
function InitTrig_Attack05 takes nothing returns nothing
set gg_trg_Attack05 = CreateTrigger( )
call TriggerRegisterEnterRectSimple( gg_trg_Attack05, gg_rct_Region_005 )
call TriggerAddCondition( gg_trg_Attack05, Condition( function Trig_Attack05_Conditions ) )
call TriggerAddAction( gg_trg_Attack05, function Trig_Attack05_Actions )
endfunction

//===========================================================================
// Trigger: Attack06
//===========================================================================
function Trig_Attack06_Conditions takes nothing returns boolean
if ( not ( IsUnitType(GetEnteringUnit(), UNIT_TYPE_HERO) == false ) ) then
return false
endif
return true
endfunction

function Trig_Attack06_Actions takes nothing returns nothing
call IssuePointOrderLocBJ( GetEnteringUnit(), "attack", GetUnitRallyPoint(gg_unit_haro_0002) )
endfunction

//===========================================================================
function InitTrig_Attack06 takes nothing returns nothing
set gg_trg_Attack06 = CreateTrigger( )
call TriggerRegisterEnterRectSimple( gg_trg_Attack06, gg_rct_Region_006 )
call TriggerAddCondition( gg_trg_Attack06, Condition( function Trig_Attack06_Conditions ) )
call TriggerAddAction( gg_trg_Attack06, function Trig_Attack06_Actions )
endfunction

//===========================================================================
// Trigger: DefeatandVictory01
//===========================================================================
function Trig_DefeatandVictory01_Conditions takes nothing returns boolean
if ( not ( GetDyingUnit() == gg_unit_haro_0002 ) ) then
return false
endif
return true
endfunction

function Trig_DefeatandVictory01_Actions takes nothing returns nothing
call CustomDefeatBJ( Player(0), "TRIGSTR_022" )
call CustomDefeatBJ( Player(1), "TRIGSTR_023" )
call CustomDefeatBJ( Player(2), "TRIGSTR_024" )
call CustomDefeatBJ( Player(3), "TRIGSTR_025" )
endfunction

//===========================================================================
function InitTrig_DefeatandVictory01 takes nothing returns nothing
set gg_trg_DefeatandVictory01 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_DefeatandVictory01, EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( gg_trg_DefeatandVictory01, Condition( function Trig_DefeatandVictory01_Conditions ) )
call TriggerAddAction( gg_trg_DefeatandVictory01, function Trig_DefeatandVictory01_Actions )
endfunction

//===========================================================================
// Trigger: DefeatandVictory02
//===========================================================================
function Trig_DefeatandVictory02_Conditions takes nothing returns boolean
if ( not ( GetDyingUnit() == gg_unit_haro_0004 ) ) then
return false
endif
return true
endfunction

function Trig_DefeatandVictory02_Actions takes nothing returns nothing
call CustomDefeatBJ( Player(5), "TRIGSTR_026" )
call CustomDefeatBJ( Player(6), "TRIGSTR_027" )
call CustomDefeatBJ( Player(7), "TRIGSTR_028" )
call CustomDefeatBJ( Player(8), "TRIGSTR_029" )
endfunction

//===========================================================================
function InitTrig_DefeatandVictory02 takes nothing returns nothing
set gg_trg_DefeatandVictory02 = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_DefeatandVictory02, EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( gg_trg_DefeatandVictory02, Condition( function Trig_DefeatandVictory02_Conditions ) )
call TriggerAddAction( gg_trg_DefeatandVictory02, function Trig_DefeatandVictory02_Actions )
endfunction

//===========================================================================
function InitCustomTriggers takes nothing returns nothing
call InitTrig_Melee_Initialization( )
call InitTrig_Hero( )
call InitTrig_HeroDiesTeam1( )
call InitTrig_HeroDiesTeam2( )
call InitTrig_Destroy01( )
call InitTrig_Destroy02( )
call InitTrig_Destroy05( )
call InitTrig_Destroy06( )
call InitTrig_Footmen_Bounty( )
call InitTrig_Gold( )
call InitTrig_Region01( )
call InitTrig_Region02( )
call InitTrig_Attack01( )
call InitTrig_Attack02( )
call InitTrig_Region05( )
call InitTrig_Region06( )
call InitTrig_Attack05( )
call InitTrig_Attack06( )
call InitTrig_DefeatandVictory01( )
call InitTrig_DefeatandVictory02( )
endfunction

//===========================================================================
function RunInitializationTriggers takes nothing returns nothing
call ConditionalTriggerExecute( gg_trg_Melee_Initialization )
endfunction

//***************************************************************************
//*
//* Players
//*
//***************************************************************************

function InitCustomPlayerSlots takes nothing returns nothing

// Player 0
call SetPlayerStartLocation( Player(0), 0 )
call ForcePlayerStartLocation( Player(0), 0 )
call SetPlayerColor( Player(0), ConvertPlayerColor(0) )
call SetPlayerRacePreference( Player(0), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(0), false )
call SetPlayerController( Player(0), MAP_CONTROL_USER )

// Player 1
call SetPlayerStartLocation( Player(1), 1 )
call ForcePlayerStartLocation( Player(1), 1 )
call SetPlayerColor( Player(1), ConvertPlayerColor(1) )
call SetPlayerRacePreference( Player(1), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(1), false )
call SetPlayerController( Player(1), MAP_CONTROL_USER )

// Player 2
call SetPlayerStartLocation( Player(2), 2 )
call ForcePlayerStartLocation( Player(2), 2 )
call SetPlayerColor( Player(2), ConvertPlayerColor(2) )
call SetPlayerRacePreference( Player(2), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(2), false )
call SetPlayerController( Player(2), MAP_CONTROL_USER )

// Player 3
call SetPlayerStartLocation( Player(3), 3 )
call ForcePlayerStartLocation( Player(3), 3 )
call SetPlayerColor( Player(3), ConvertPlayerColor(3) )
call SetPlayerRacePreference( Player(3), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(3), false )
call SetPlayerController( Player(3), MAP_CONTROL_USER )

// Player 4
call SetPlayerStartLocation( Player(4), 4 )
call ForcePlayerStartLocation( Player(4), 4 )
call SetPlayerColor( Player(4), ConvertPlayerColor(4) )
call SetPlayerRacePreference( Player(4), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(4), false )
call SetPlayerController( Player(4), MAP_CONTROL_COMPUTER )

// Player 5
call SetPlayerStartLocation( Player(5), 5 )
call ForcePlayerStartLocation( Player(5), 5 )
call SetPlayerColor( Player(5), ConvertPlayerColor(5) )
call SetPlayerRacePreference( Player(5), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(5), false )
call SetPlayerController( Player(5), MAP_CONTROL_USER )

// Player 6
call SetPlayerStartLocation( Player(6), 6 )
call ForcePlayerStartLocation( Player(6), 6 )
call SetPlayerColor( Player(6), ConvertPlayerColor(6) )
call SetPlayerRacePreference( Player(6), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(6), false )
call SetPlayerController( Player(6), MAP_CONTROL_USER )

// Player 7
call SetPlayerStartLocation( Player(7), 7 )
call ForcePlayerStartLocation( Player(7), 7 )
call SetPlayerColor( Player(7), ConvertPlayerColor(7) )
call SetPlayerRacePreference( Player(7), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(7), false )
call SetPlayerController( Player(7), MAP_CONTROL_USER )

// Player 8
call SetPlayerStartLocation( Player(8), 8 )
call ForcePlayerStartLocation( Player(8), 8 )
call SetPlayerColor( Player(8), ConvertPlayerColor(8) )
call SetPlayerRacePreference( Player(8), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(8), false )
call SetPlayerController( Player(8), MAP_CONTROL_USER )

// Player 9
call SetPlayerStartLocation( Player(9), 9 )
call ForcePlayerStartLocation( Player(9), 9 )
call SetPlayerColor( Player(9), ConvertPlayerColor(9) )
call SetPlayerRacePreference( Player(9), RACE_PREF_HUMAN )
call SetPlayerRaceSelectable( Player(9), false )
call SetPlayerController( Player(9), MAP_CONTROL_COMPUTER )

endfunction

function InitCustomTeams takes nothing returns nothing
// Force: TRIGSTR_006
call SetPlayerTeam( Player(0), 0 )
call SetPlayerState( Player(0), PLAYER_STATE_ALLIED_VICTORY, 1 )
call SetPlayerTeam( Player(1), 0 )
call SetPlayerState( Player(1), PLAYER_STATE_ALLIED_VICTORY, 1 )
call SetPlayerTeam( Player(2), 0 )
call SetPlayerState( Player(2), PLAYER_STATE_ALLIED_VICTORY, 1 )
call SetPlayerTeam( Player(3), 0 )
call SetPlayerState( Player(3), PLAYER_STATE_ALLIED_VICTORY, 1 )
call SetPlayerTeam( Player(4), 0 )
call SetPlayerState( Player(4), PLAYER_STATE_ALLIED_VICTORY, 1 )

// Allied
call SetPlayerAllianceStateAllyBJ( Player(0), Player(1), true )
call SetPlayerAllianceStateAllyBJ( Player(0), Player(2), true )
call SetPlayerAllianceStateAllyBJ( Player(0), Player(3), true )
call SetPlayerAllianceStateAllyBJ( Player(0), Player(4), true )
call SetPlayerAllianceStateAllyBJ( Player(1), Player(0), true )
call SetPlayerAllianceStateAllyBJ( Player(1), Player(2), true )
call SetPlayerAllianceStateAllyBJ( Player(1), Player(3), true )
call SetPlayerAllianceStateAllyBJ( Player(1), Player(4), true )
call SetPlayerAllianceStateAllyBJ( Player(2), Player(0), true )
call SetPlayerAllianceStateAllyBJ( Player(2), Player(1), true )
call SetPlayerAllianceStateAllyBJ( Player(2), Player(3), true )
call SetPlayerAllianceStateAllyBJ( Player(2), Player(4), true )
call SetPlayerAllianceStateAllyBJ( Player(3), Player(0), true )
call SetPlayerAllianceStateAllyBJ( Player(3), Player(1), true )
call SetPlayerAllianceStateAllyBJ( Player(3), Player(2), true )
call SetPlayerAllianceStateAllyBJ( Player(3), Player(4), true )
call SetPlayerAllianceStateAllyBJ( Player(4), Player(0), true )
call SetPlayerAllianceStateAllyBJ( Player(4), Player(1), true )
call SetPlayerAllianceStateAllyBJ( Player(4), Player(2), true )
call SetPlayerAllianceStateAllyBJ( Player(4), Player(3), true )

// Shared Vision
call SetPlayerAllianceStateVisionBJ( Player(0), Player(1), true )
call SetPlayerAllianceStateVisionBJ( Player(0), Player(2), true )
call SetPlayerAllianceStateVisionBJ( Player(0), Player(3), true )
call SetPlayerAllianceStateVisionBJ( Player(0), Player(4), true )
call SetPlayerAllianceStateVisionBJ( Player(1), Player(0), true )
call SetPlayerAllianceStateVisionBJ( Player(1), Player(2), true )
call SetPlayerAllianceStateVisionBJ( Player(1), Player(3), true )
call SetPlayerAllianceStateVisionBJ( Player(1), Player(4), true )
call SetPlayerAllianceStateVisionBJ( Player(2), Player(0), true )
call SetPlayerAllianceStateVisionBJ( Player(2), Player(1), true )
call SetPlayerAllianceStateVisionBJ( Player(2), Player(3), true )
call SetPlayerAllianceStateVisionBJ( Player(2), Player(4), true )
call SetPlayerAllianceStateVisionBJ( Player(3), Player(0), true )
call SetPlayerAllianceStateVisionBJ( Player(3), Player(1), true )
call SetPlayerAllianceStateVisionBJ( Player(3), Player(2), true )
call SetPlayerAllianceStateVisionBJ( Player(3), Player(4), true )
call SetPlayerAllianceStateVisionBJ( Player(4), Player(0), true )
call SetPlayerAllianceStateVisionBJ( Player(4), Player(1), true )
call SetPlayerAllianceStateVisionBJ( Player(4), Player(2), true )
call SetPlayerAllianceStateVisionBJ( Player(4), Player(3), true )

// Force: TRIGSTR_019
call SetPlayerTeam( Player(5), 1 )
call SetPlayerTeam( Player(6), 1 )
call SetPlayerTeam( Player(7), 1 )
call SetPlayerTeam( Player(8), 1 )
call SetPlayerTeam( Player(9), 1 )

// Allied
call SetPlayerAllianceStateAllyBJ( Player(5), Player(6), true )
call SetPlayerAllianceStateAllyBJ( Player(5), Player(7), true )
call SetPlayerAllianceStateAllyBJ( Player(5), Player(8), true )
call SetPlayerAllianceStateAllyBJ( Player(5), Player(9), true )
call SetPlayerAllianceStateAllyBJ( Player(6), Player(5), true )
call SetPlayerAllianceStateAllyBJ( Player(6), Player(7), true )
call SetPlayerAllianceStateAllyBJ( Player(6), Player(8), true )
call SetPlayerAllianceStateAllyBJ( Player(6), Player(9), true )
call SetPlayerAllianceStateAllyBJ( Player(7), Player(5), true )
call SetPlayerAllianceStateAllyBJ( Player(7), Player(6), true )
call SetPlayerAllianceStateAllyBJ( Player(7), Player(8), true )
call SetPlayerAllianceStateAllyBJ( Player(7), Player(9), true )
call SetPlayerAllianceStateAllyBJ( Player(8), Player(5), true )
call SetPlayerAllianceStateAllyBJ( Player(8), Player(6), true )
call SetPlayerAllianceStateAllyBJ( Player(8), Player(7), true )
call SetPlayerAllianceStateAllyBJ( Player(8), Player(9), true )
call SetPlayerAllianceStateAllyBJ( Player(9), Player(5), true )
call SetPlayerAllianceStateAllyBJ( Player(9), Player(6), true )
call SetPlayerAllianceStateAllyBJ( Player(9), Player(7), true )
call SetPlayerAllianceStateAllyBJ( Player(9), Player(8), true )

// Shared Vision
call SetPlayerAllianceStateVisionBJ( Player(5), Player(6), true )
call SetPlayerAllianceStateVisionBJ( Player(5), Player(7), true )
call SetPlayerAllianceStateVisionBJ( Player(5), Player(8), true )
call SetPlayerAllianceStateVisionBJ( Player(5), Player(9), true )
call SetPlayerAllianceStateVisionBJ( Player(6), Player(5), true )
call SetPlayerAllianceStateVisionBJ( Player(6), Player(7), true )
call SetPlayerAllianceStateVisionBJ( Player(6), Player(8), true )
call SetPlayerAllianceStateVisionBJ( Player(6), Player(9), true )
call SetPlayerAllianceStateVisionBJ( Player(7), Player(5), true )
call SetPlayerAllianceStateVisionBJ( Player(7), Player(6), true )
call SetPlayerAllianceStateVisionBJ( Player(7), Player(8), true )
call SetPlayerAllianceStateVisionBJ( Player(7), Player(9), true )
call SetPlayerAllianceStateVisionBJ( Player(8), Player(5), true )
call SetPlayerAllianceStateVisionBJ( Player(8), Player(6), true )
call SetPlayerAllianceStateVisionBJ( Player(8), Player(7), true )
call SetPlayerAllianceStateVisionBJ( Player(8), Player(9), true )
call SetPlayerAllianceStateVisionBJ( Player(9), Player(5), true )
call SetPlayerAllianceStateVisionBJ( Player(9), Player(6), true )
call SetPlayerAllianceStateVisionBJ( Player(9), Player(7), true )
call SetPlayerAllianceStateVisionBJ( Player(9), Player(8), true )

endfunction

function InitAllyPriorities takes nothing returns nothing

call SetStartLocPrioCount( 0, 3 )
call SetStartLocPrio( 0, 0, 1, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 0, 1, 2, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 0, 2, 3, MAP_LOC_PRIO_HIGH )

call SetStartLocPrioCount( 1, 3 )
call SetStartLocPrio( 1, 0, 0, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 1, 1, 2, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 1, 2, 3, MAP_LOC_PRIO_HIGH )

call SetStartLocPrioCount( 2, 3 )
call SetStartLocPrio( 2, 0, 0, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 2, 1, 1, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 2, 2, 3, MAP_LOC_PRIO_HIGH )

call SetStartLocPrioCount( 3, 3 )
call SetStartLocPrio( 3, 0, 0, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 3, 1, 1, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 3, 2, 2, MAP_LOC_PRIO_HIGH )

call SetStartLocPrioCount( 5, 3 )
call SetStartLocPrio( 5, 0, 6, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 5, 1, 7, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 5, 2, 8, MAP_LOC_PRIO_HIGH )

call SetStartLocPrioCount( 6, 3 )
call SetStartLocPrio( 6, 0, 5, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 6, 1, 7, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 6, 2, 8, MAP_LOC_PRIO_HIGH )

call SetStartLocPrioCount( 7, 3 )
call SetStartLocPrio( 7, 0, 5, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 7, 1, 6, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 7, 2, 8, MAP_LOC_PRIO_HIGH )

call SetStartLocPrioCount( 8, 3 )
call SetStartLocPrio( 8, 0, 5, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 8, 1, 6, MAP_LOC_PRIO_HIGH )
call SetStartLocPrio( 8, 2, 7, MAP_LOC_PRIO_HIGH )
endfunction

//***************************************************************************
//*
//* Main Initialization
//*
//***************************************************************************

//===========================================================================
function main takes nothing returns nothing
local weathereffect we
call SetCameraBounds( -3328.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), -3584.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM), 3328.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), 3072.0 - GetCameraMargin(CAMERA_MARGIN_TOP), -3328.0 + GetCameraMargin(CAMERA_MARGIN_LEFT), 3072.0 - GetCameraMargin(CAMERA_MARGIN_TOP), 3328.0 - GetCameraMargin(CAMERA_MARGIN_RIGHT), -3584.0 + GetCameraMargin(CAMERA_MARGIN_BOTTOM) )
call SetDayNightModels( "Environment\\DNC\\DNCLordaeron\\DNCLordaeronTerrain\\DNCLordaeronTerrain.mdl", "Environment\\DNC\\DNCLordaeron\\DNCLordaeronUnit\\DNCLordaeronUnit.mdl" )
set we = AddWeatherEffect( Rect(-4096.0,-4096.0,4096.0,4096.0), 'SNbs' )
call EnableWeatherEffect( we, true )
call NewSoundEnvironment( "Default" )
call SetAmbientDaySound( "LordaeronWinterDay" )
call SetAmbientNightSound( "LordaeronWinterNight" )
call SetMapMusic( "Music", true, 0 )
call InitSounds( )
call CreateRegions( )
call CreateAllUnits( )
call InitBlizzard( )
call InitGlobals( )
call InitCustomTriggers( )
call RunInitializationTriggers( )

endfunction

//***************************************************************************
//*
//* Map Configuration
//*
//***************************************************************************

function config takes nothing returns nothing
call SetMapName( "TRIGSTR_008" )
call SetMapDescription( "" )
call SetPlayers( 10 )
call SetTeams( 10 )
call SetGamePlacement( MAP_PLACEMENT_TEAMS_TOGETHER )

call DefineStartLocation( 0, -3136.0, -2112.0 )
call DefineStartLocation( 1, -3136.0, -2112.0 )
call DefineStartLocation( 2, -3136.0, -2112.0 )
call DefineStartLocation( 3, -3136.0, -2112.0 )
call DefineStartLocation( 4, -3072.0, -3328.0 )
call DefineStartLocation( 5, 3136.0, 1536.0 )
call DefineStartLocation( 6, 3136.0, 1536.0 )
call DefineStartLocation( 7, 3136.0, 1536.0 )
call DefineStartLocation( 8, 3136.0, 1536.0 )
call DefineStartLocation( 9, 3008.0, 2816.0 )

// Player setup
call InitCustomPlayerSlots( )
call InitCustomTeams( )
call InitAllyPriorities( )
endfunction
 
That error is saying it needs a variable that isnt there. I think
 
In your triggers make sure the swordsman and archer's are reconized as a hero by the map..

This can be done by checking the gameplay constants

Then looking for Q) Techtree - Dependency Requirements - Hero

The images imported below are the pics to show where it all is.
 
That error you posted is the entire JASS code for the entire map. (source code if you will)

But it mentions a variable not being able to load or be found for that matter.
 
Senkin said:
But it mentions a variable not being able to load or be found for that matter.

No it isn't.

It means the code sais your trying to call a variable that doesn't exist, it doesn't mean it can't load it. You must've referenced a region, then deleted the region without cleaning the trigger.
 
I couldent think of how to say it conan, thank you for clarifying it better.

Im not so good with words at times so sue me.
 
Your triggers are also very insufficent. I see memory leaks out the wazoo.

Plus, there are many native functions that are being called, but aren't doing anything. You could delete those to save space and make scripts better.
 
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