Spawn trigger not working correctly

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I have a trigger that is supposed to spawn some boxes around, and it all should work out like this:
Code:
O O O O
O     O
O     O
O O O O

yet, it just spawns 3 boxes in a row, additional 1 box on top of those three and then spawns all other on a weird pattern in the middle of the map.

Here is the trigger:
Code:
Constructing
    Events
        Unit - A unit Begins construction
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Unit-type of (Constructing structure)) Equal to Small Wooden Citadel
            Then - Actions
                Set tempCPoint = (Position of (Constructing structure))
                Unit - Remove (Constructing structure) from the game
                Set tempPoint = (tempCPoint offset by (128.00, -128.00))
                Set tempInt = 4
            Else - Actions
        -------- Build --------
        For each (Integer A) from 1 to 4, do (Actions)
            Loop - Actions
                For each (Integer B) from 1 to tempInt, do (Actions)
                    Loop - Actions
                        Set bPoint = (tempPoint offset by (Real(((Integer B) x 32))) towards (Real((((Integer A) x 1) x 90))) degrees)
                        Unit - Create 1 Wooden Wall for (Owner of (Triggering unit)) at bPoint facing ((Real((Integer A))) x 90.00) degrees
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            If - Conditions
                                (Integer B) Equal to tempInt
                            Then - Actions
                                Custom script:   call RemoveLocation(udg_tempPoint)
                                Set tempPoint = bPoint
                            Else - Actions
                        Custom script:   call RemoveLocation(udg_bPoint)

Can anyone see the mistake I made?
 

Ghan

Administrator - Servers are fun
Staff member
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First, I would say give us a screenshot and upload the map. It's kind of difficult to tell what it does versus what you want.

Second, here:

Code:
Custom script:   call RemoveLocation(udg_tempPoint)

This will get rid of that variable after only the first pass, so it won't work on subsequent Integer A loops.
 
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Code:
 Custom script:   call RemoveLocation(udg_tempPoint)
 Set tempPoint = bPoint

Actually, this resets the tempPoint to the next corner of the shape, doesn't it?

All it is supposed to do is to spawn a square of boxes around some point.
 

Ghan

Administrator - Servers are fun
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temppoint does not get set in the loop. Therefore, when it is destroyed, it will not work again until it is set again.
 

Ghan

Administrator - Servers are fun
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Well, I think it does, but then when you destroy bPoint, it destoys the temppoint, too since they are equal to each other. I could be wrong, though.

I still don't know what it's doing versus what it should be doing.
 

Azylaminaz

Vox Populi
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When a point is set to a point, it sets it to the point's coordinates(I just tested it).

Lol, that sounds complicated, follow this:
P1 = 0,0
P2 = P1
P1 = 50,50
P1 will be 50,50, and P2 will be 0,0.

Following this, I doubt it will delete both points.

Code:
Trigger I tested this with:
Untitled Trigger 001
    Events
        Time - Every 1.00 seconds of game time
    Conditions
        ((Triggering unit) is selected by Player 1 (Red)) Equal to True
    Actions
        Set Location[0] = (Point(0.00, 0.00))
        Set Location[1] = Location[0]
        Set Location[0] = (Point(50.00, 50.00))
        Game - Display to (All players) the text: (Location 0:  + ((String((X of Location[0]))) + (,  + ((String((Y of Location[0]))) + .))))
        Game - Display to (All players) the text: (Location 1:  + ((String((X of Location[1]))) + (,  + ((String((Y of Location[1]))) + .))))
 

Ghan

Administrator - Servers are fun
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But, as AceHart has said, destroying a variable deletes the content, not the variable. I don't really know, though.
 

AceHart

Your Friendly Neighborhood Admin
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> Set Location[0] = (Point(0.00, 0.00))

Creates a new point, stores it in "Location[0]".

> Set Location[1] = Location[0]

Copies the handle of Location[0] to Location[1].
At this point, both locations reference the very same point.
Destroying one will render both unusable.

> Set Location[0] = (Point(50.00, 50.00))

This creates a new point...
 
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