Ok, I guess the title says quite a lot already: In my map, the spell ( = the code ) can run only once, then it won't work anymore.
All that stuff like Jumping_Unit_A or udg_Real_Numbers or similar shouldn't interest you, those only make the spell work. The problem is reproducing it.
Please note that the trigger is not yet optimized, i want to get it working first.
Code:
Hidden information:
Trigger:
Ereignisse
Map initialization
Conditions
Aktionen
Set Real_Numbers[1] = 50.00 //those variables are just constants, unimportant for my problem.
Set Real_Numbers[2] = 100.00
Set Real_Numbers[3] = 150.00
Set Real_Numbers[4] = 900.00
Set Real_Numbers[5] = 0.01
Set Real_Numbers[6] = 100.00
Set Real_Numbers[7] = 150.00
Set Real_Numbers[8] = 200.00
Set Real_Numbers[9] = 250.00
Visibility - Disable black mask
Visibility - Disable fog of war
Game - Set the time of day to 12.00
Game - Turn the day/night cycle Off
Game - Display to (All players) the text: Welcome to my map: ...
Hashtable - Create a hashtable
Set Jump_Hashtable = (Last created hashtable)
Player group - Pick every player in (All players matching (((Matching player) slot status) Gleich Spielt)) and do (Actions)
Schleifen - Aktionen
Unit - Create 1 Klingenmeister for (Picked player) at (Center of (Playable map area)) facing Vorgabe für Gebäude-Ausrichtung degrees
Unit - Add Krähengestalt to (Last created unit)
Unit - Remove Krähengestalt from (Last created unit)
if you want to have a closer look at the map as a whole, tell me so and i will upload it.
Rep will be given to anyone who can indeed help me.
oh yeah, and please don't spam me with advices to get vJASS.
I think the error can be located quite easily by some experienced dudes, since this code (the variables, the parable, etc.) does actually work - but only once. Gonna try displaying the values, allright. Expect an answer tomorrow!
Sorry, but the way you write your spell makes it incredibly difficult to read. I don't see any obvious problems, I suspect it might be an issue with the data you store in the hashtable getting messed up but I have absolutely no intention of debugging that mess. It would help immensly if you coded your spells in vJass using structs.