Joccaren
You can change this now in User CP.
- Reaction score
- 54
Here are a few triggers that I'm using before I explain my problem. I know it still has leaks but...
OK. Here is my problem. After my Swordsmen reach their fourth region, they keep moving. My Hero (Vakara) doesn't though. There are no other Interfering triggers so, as the thread title says, why do my footmen keep moving?
Trigger:
- Pulse Ends
- Events
- Time - BCPulse expires
- Conditions
- UnitBusy Not equal to True
- Actions
- For each (Integer A) from 1 to 4, do (Actions)
- Loop - Actions
- AI - Ignore SMGuardUnit[(Integer A)]'s guard position
- Loop - Actions
- Set PulseCount = (PulseCount + 1)
- Unit - Order SMGuardUnit[1] to Attack-Move To (Center of SM1BC[PulseCount])
- Unit - Order SMGuardUnit[2] to Attack-Move To (Center of SM2BC[PulseCount])
- Unit - Order SMGuardUnit[3] to Attack-Move To (Center of SM3BC[PulseCount])
- Unit - Order SMGuardUnit[4] to Attack-Move To (Center of SM4BC[PulseCount])
- Unit - Order Vakara 0002 <gen> to Attack-Move To (Position of VakaraPoints[PulseCount])
- For each (Integer A) from 1 to 4, do (Actions)
- Events
Trigger:
- Set Occupied
- Events
- Time - Every 0.05 seconds of game time
- Conditions
- Actions
- Unit Group - Pick every unit in (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Swordsman) and ((Owner of (Matching unit)) Equal to Player 2 (Blue)))) and do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- And - All (Conditions) are true
- Conditions
- (Current order of (Picked unit)) Equal to (Order(move))
- (Current order of (Picked unit)) Equal to (Order(attack))
- UnitBusy Not equal to True
- Conditions
- And - All (Conditions) are true
- Then - Actions
- Set UnitBusy = True
- Else - Actions
- Set UnitBusy = False
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Unit Group - Pick every unit in (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Swordsman) and ((Owner of (Matching unit)) Equal to Player 2 (Blue)))) and do (Actions)
- Events
Trigger:
- Start Pulse
- Events
- Time - Elapsed game time is 5.00 seconds
- Conditions
- Actions
- Countdown Timer - Start BCPulse as a Repeating timer that will expire in 5.00 seconds
- Events
Trigger:
- Unit Variables
- Events
- Map initialization
- Conditions
- Actions
- Set SMGuardUnit[1] = Swordsman 0005 <gen>
- Set SMGuardUnit[2] = Swordsman 0000 <gen>
- Set SMGuardUnit[3] = Swordsman 0003 <gen>
- Set SMGuardUnit[4] = Swordsman 0004 <gen>
- Events
Trigger:
- Breadcrumb Setting
- Events
- Map initialization
- Conditions
- Actions
- Set SM1BC[1] = Footman 1 BC 1 <gen>
- Set SM2BC[1] = Footman 2 BC 1 <gen>
- Set SM3BC[1] = Footman 3 BC 1 <gen>
- Set SM4BC[1] = Footman 4 BC 1 <gen>
- Set SM1BC[2] = Footman 1 BC 2 <gen>
- Set SM2BC[2] = Footman 2 BC 2 <gen>
- Set SM3BC[2] = Footman 3 BC 2 <gen>
- Set SM4BC[2] = Footman 4 BC 2 <gen>
- Set SM1BC[3] = Footman 1 BC 3 <gen>
- Set SM2BC[3] = Footman 2 BC 3 <gen>
- Set SM3BC[3] = Footman 3 BC 3 <gen>
- Set SM4BC[3] = Footman 4 BC 3 <gen>
- Set SM1BC[4] = Footman 1 BC 4 <gen>
- Set SM2BC[4] = Footman 2 BC 4 <gen>
- Set SM3BC[4] = Footman 3 BC 4 <gen>
- Set SM4BC[4] = Footman 4 BC 4 <gen>
- Set VakaraPoints[1] = Checkpoint Dummy 0072 <gen>
- Set VakaraPoints[2] = Checkpoint Dummy 0073 <gen>
- Set VakaraPoints[3] = Checkpoint Dummy 0074 <gen>
- Set VakaraPoints[4] = Checkpoint Dummy 0075 <gen>
- Events
OK. Here is my problem. After my Swordsmen reach their fourth region, they keep moving. My Hero (Vakara) doesn't though. There are no other Interfering triggers so, as the thread title says, why do my footmen keep moving?