So I'm working on a custom movement system; however, this is irrelevant. What is relevant is that I saved the map in a working (albeit bugged) state, in which the aura circles and triggers all worked fine.
The next day (today), I came back to the map and decided I should test it first to recall what it was I should be working on. Map starts, and BAM! Nothing happens.
The code compiles fine, it worked before, and I did not change a single letter of the code. Luckily, I had uploaded a previous, working version of the map to the pastebin here, so I tried downloading that and working from there. Again, nothing is working! As far as I can tell, the trigger never even runs once.
Units accellerate non-linearly until they reach their max speed; they accellerate by 25*(Current Speed/Default Speed) every 0.20 seconds
Units may run at max speed until they reach 50% fatigue, after which they loose speed proportional to their current fatigue level. Every 0.20 seconds, their Move Speed becomes equal to (Default Speed)*((Fatigue)*0.005).
After reaching 100% fatigue, the unit is ordered to stop. I was hoping to find away around this to get it to remember its current order, but no such luck.
Mechanical units accellerate like normal units, but do not loose speed over time. I was wondering if they should be forced to stop upon reaching 100% fatigue... maybe for gas?
While not moving for any reason, a unit's fatigue decreases by 0.5% every 0.20 seconds, and its move speed is set to 5.00.
If a unit accellerates while it has fatigue, it will accellerate at the rate of 25*((Current Speed/Default Speed)*((Fatigue)*0.005)) every 0.20 seconds
At all times, units have a "fatigue indicator" effect and buff on them to indicate their current fatigue level. The effect is a modified "generic aura target"
I opened the old map and the movement trigger was messed up. I went to copy and paste it in here to show you but it pasted fine, so I pasted it into JassCraft and then copied and pasted it back into the map and the trigger works fine for me.