| 02-27-2009, 12:27 PM | #2 |
That only one unit moves is probably because you unload one by one, and when the first one is unloaded. you turn of the trigger, so the rest isn't getting ordered to move. The unit running back probably has something to do with the "guard position" use this action: AI - Ignore (Picked unit)'s guard position I hope this helps you :) |
| 02-27-2009, 05:42 PM | #3 |
Also, for unexplainable reasons, having wait commands in loops will constantly mess things up. Try to avoid at all costs having waits in triggers with periodic timer events. Instead of picking units you could create a seperate trigger with conditions that has the event of "A unit enters (spawn region)" and then order them to move in that trigger. That will make them move without question. |
| 02-27-2009, 06:26 PM | #4 | |
Quote:
There are no waits inside loops that I see in that code. |
| 02-27-2009, 06:35 PM | #5 |
They should have some sort of warning on the 'Wait' interface like "CAUSES BULLSHIT 85% OF THE TIME, ALL THE TIME." |
| 02-27-2009, 07:15 PM | #6 | |
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| 02-27-2009, 10:28 PM | #7 |
Hi, thanks for the tip with the AI's guard position, that seems to have worked. I also got the moving fixed, however new problems have showed up, most likely because of my waits as mentioned :P I'll try to see if I can fix them myself before asking here :) Thanks again |
| 02-27-2009, 11:42 PM | #8 |
You also might want to start cleaning up your memory leaks. It's not detrimental, but it can sometimes be the difference between good quality and a laggy map plagued with server splits. There's a couple tutorials on removing them, just look them up in the tutorial section. I counted at least 6 location leaks in the code you posted. |
