| 07-04-2011, 05:32 PM | #2 |
Are your unit groups larger than 12 units? The "issue order to unit group" action does not work with more than 12 units (you can't select more than 12 units, so it's possible the code for group movements that makes sure the units maintain formation was hardcoded to work with a maximum of 12 units at once). If this is your problem, the only thing you can do is either issue the orders to each unit in the group individually or split your attack waves into multiple groups that are each smaller than 12 units. |
| 07-04-2011, 10:17 PM | #3 |
Some are and some aren't, but it's possible that it's trying to select units that are already dead too. So, would a "pick every unit in attackers[blah] and do (order unit to attack-move)" do the trick? I'm gonna try that. (Would I need anything special to keep that from leaking since these are established variable groups?) EDIT: It works perfectly now, thank you so much. Here's the revised version of the keep going trigger: Trigger: Keep Going![]() Actions![]() ![]() For each (Integer A) from 1 to (Number of players in (All players controlled by a User player)), do (Actions)![]() ![]() ![]() Loop - Actions![]() ![]() ![]() ![]() Unit Group - Pick every unit in Attackers[(Integer A)] and do (Actions) |
| 07-04-2011, 10:26 PM | #4 |
That should do the trick, it also shouldn't leak. |
