Xan_Kriegor
I can change this now in User CP.
- Reaction score
- 12
I have an admittedly rather ugly trigger, located at the heart of which is a unit group selection. What the trigger is supposed to do is set the custom value of the picked units to 1. In the unit group there are two units, one that doesn't matter what its CV is, and the other one that its the entire point of this unit group. The one that doesn't matter is getting the proper CV but the one I care about isn't changing (for the record the Triggering Unit is the one I don't care about). The kicker is I even have debug text set to go off so that for every unit picked it'll say so, and it's saying two units are getting picked but it's still not affecting the unit I want. Here's my trigger: (What the rest of the trigger is for is hurting units according to the host's specifications, and if they die then it goes through to the unit group.)
Any ideas as to why one unit would be picked and not another? I have no unit-type comparisons or anything...
Trigger:
- Unit selection
- Events
- Player - Player 1 (Red) Selects a unit
- Conditions
- Actions
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- dmhurtbool Equal to True
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Life of (Triggering unit)) - (Real(dmhurtnum))) Greater than 0.40
- Then - Actions
- Unit - Set life of (Triggering unit) to ((Life of (Triggering unit)) - (Real(dmhurtnum)))
- Else - Actions
- Set temppos = (Position of (Triggering unit))
- Set tempUg = (Units within 100.00 of temppos)
- Unit Group - Pick every unit in tempUg and do (Actions)
- Loop - Actions
- Unit - Set the custom value of (Picked unit) to 1
- Game - Display to (All players) the text: Debug text
- Loop - Actions
- Custom script: call RemoveLocation (udg_temppos)
- Custom script: call DestroyGroup (udg_tempUg)
- Floating Text - Destroy (Load (Key name) of (Key (Triggering unit)) in htNametagsIf the label is not found, this function returns NULL.)
- Unit - Kill (Triggering unit)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- If - Conditions
- Events
Any ideas as to why one unit would be picked and not another? I have no unit-type comparisons or anything...