Why do my footmen keep moving?

Joccaren

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Here are a few triggers that I'm using before I explain my problem. I know it still has leaks but...

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
      • 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])

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
            • Then - Actions
              • Set UnitBusy = True
            • Else - Actions
              • Set UnitBusy = False

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

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>

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>


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?
 

Komaqtion

You can change this now in User CP.
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469
Maybe try setting this to 0 when it becomes 4 ? :S
Trigger:
  • Set PulseCount = (PulseCount + 1)
 

Rushhour

New Member
Reaction score
46
What about this part:
Code:
# (Current order of (Picked unit)) Equal to (Order(move))
# (Current order of (Picked unit)) Equal to (Order(attack))
I don't think a unit can have to order strings at the same time, the "attack-move" in GUI is simply "attack" for the Jasscompiler, try add an "OR-Condition" for these two

But leaking a unitgroup every 0.05 seconds will hurt :| Fix that leak at all cost ^^
 

HydraRancher

Truth begins in lies
Reaction score
197
What about this part:
Code:
# (Current order of (Picked unit)) Equal to (Order(move))
# (Current order of (Picked unit)) Equal to (Order(attack))
I don't think a unit can have to order strings at the same time, the "attack-move" in GUI is simply "attack" for the Jasscompiler, try add an "OR-Condition" for these two

But leaking a unitgroup every 0.05 seconds will hurt :| Fix that leak at all cost ^^

I thought its "Smart"
 

Komaqtion

You can change this now in User CP.
Reaction score
469
Well, "smart" is at least when you right-click...
But I think it's "smart" here too :S
 

TheTempest

New Member
Reaction score
6
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
            • Then - Actions
              • Set UnitBusy = True
            • Else - Actions
              • Set UnitBusy = False

20 times a second your selecting every unit? Is it really that necessary you do it that often? I imagine that creates some lag.
 

Joccaren

You can change this now in User CP.
Reaction score
54
Well, probably not. I could probably check every 1 second but 0.05 seconds gives the Illusion in most triggers of being instant and Has 80 less checks-per-second than every 0.01 seconds. It has also never lagged for me.

I have now got it working everybody. TY
 
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