| 01-18-2005, 04:19 AM | #1 |
i've noticed that using even the smallest wait actions will cause a trigger to loose track of the triggering unit for any player other than player 1. this is stupid. is there some way of getting around this? cause man i really need some wait actions but i cant use them cause also rely alot on the triggering unit. i could set the unit to a integer but then that would make it even more painful to debug and stuff cause it will have to have a massive array to make sure no other units take its place during the wait actions. and ugghhhhh. this sucks. |
| 01-18-2005, 08:23 AM | #2 |
Guest | Myabe you are using wait actions inside if's. Never use wait inside loops, or if actions, cause they won't work properly. About the triggering unit, you can save it in a variable and always reffer to that variable to avoid the trigger losing track of it. Salutions® |
| 01-18-2005, 09:38 AM | #3 | |
Quote:
Declare a local variable for the unit at the start of the trigger. Code:
local unit trigUnit set trigUnit = GetTriggerUnit() |
| 01-18-2005, 02:32 PM | #4 | |
Quote:
awesome thank you. i knew not use them inside of loops but i didn't know about if's. and it makes it hard to just set the unit to a variable cause the single unit is constantly being replaced by other units. then their is also other units that are constantly being replaced that will be using the same variable and it would cause it to have a very large array which would require it to have many triggers all on its own just for checking to see which arrays are aviable and then setting the arrays to be considered used then settting the back to be available because well i just confused myself. but i think i got what i need now anyways. so thanks alot |
