Trigger Help!

  • Thread starter Thread starter Bub
  • Start date Start date
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Bub

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FootmanTimer
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Countdown Timer - Start FootmanTimer as a Repeating timer that will expire in 20.00 seconds
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Footman Creation
Events
Time - FootmanTimer expires
Conditions
Actions
Unit - Create 1 Footman for Player 12 (Brown) at (Center of Level1CastleSpawn <gen>) facing 270.00 degrees
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Rifleman Timer
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Countdown Timer - Start RiflemanTimer as a Repeating timer that will expire in 40.00 seconds
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Rifleman Creation
Events
Time - RiflemanTimer expires
Conditions
Actions
Unit - Create 1 Rifleman for Player 12 (Brown) at (Center of Level1CastleSpawn <gen>) facing 270.00 degrees
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CastleSpawn1 UnitGroup
Events
Unit - A unit enters Level1CastleSpawn <gen>
Conditions
(Owner of (Triggering unit)) Not equal to Player 1 (Red)
(Owner of (Triggering unit)) Not equal to Player 2 (Blue)
(Owner of (Triggering unit)) Not equal to Player 3 (Teal)
(Owner of (Triggering unit)) Not equal to Player 4 (Purple)
(Owner of (Triggering unit)) Not equal to Player 5 (Yellow)
(Owner of (Triggering unit)) Not equal to Player 6 (Orange)
(Owner of (Triggering unit)) Not equal to Player 7 (Green)
(Owner of (Triggering unit)) Not equal to Player 8 (Pink)
(Owner of (Triggering unit)) Not equal to Player 9 (Gray)
(Owner of (Triggering unit)) Not equal to Player 10 (Light Blue)
(Owner of (Triggering unit)) Not equal to Player 11 (Dark Green)
Actions
Unit Group - Add (Triggering unit) to CastleSpawn1
Wait 0.10 seconds
Unit Group - Order CastleSpawn1 to Attack-Move To (Center of Forward Command Outpost Spawn <gen>)
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Periodic Checker
Events
Time - Every 10.00 seconds of game time
Conditions
Actions
Unit Group - Order CastleSpawn1 to Attack-Move To (Center of Forward Command Outpost Spawn <gen>)
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Now that you've digested the trigger :D can anyone tell me why the units that are supposed to attack-move STOP attack moving about 5 minutes into the game. They just spawn and pick their noses...

[castle spawn1] < - - - - - - - > [forward command outpost]

The units will just spawn at either side after a while, and not move like the trigger should be telling them to do. Am I overlooking something in making my trigger? Maybe making it too complicated? Please help!
 
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