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Old 07-10-2008, 01:51 PM   #1
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Project Member: WotTH
Join Date: Dec 2005
Posts: 1,153

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Default TempPoint with Array Removal

'sup. I'm making this "squad" system for my map which is just x units spawning at once. Now I want to make this trigger MUI, but there is a point involved and the trigger obviously runs quite frequently so I want to remove it. Just what should I write when it comes to removing it? udg_x_TempPointSpawn(Integer A)?

Here's the trigger.

Hidden information:
Collapse Events
Unit - A unit Finishes training a unit
Collapse Conditions
((Entering unit) is A structure) Equal to False
Collapse Actions
Collapse For each (Integer A) from 1 to 3, do (Actions)
Collapse Loop - Actions
Collapse If (All Conditions are True) then do (Then Actions) else do (Else Actions)
Collapse If - Conditions
(Owner of (Trained unit)) Equal to inc_Players[(Integer A)]
Collapse Then - Actions
Set x_TempPointSpawn[(Integer A)] = (Position of (Trained unit))
Unit - Create ((Point-value of (Trained unit)) / 100) (Unit-type of (Trained unit)) for (Owner of (Trained unit)) at x_TempPointSpawn[(Integer A)] facing (Facing of (Trained unit)) degrees
Custom script: call RemoveLocation(udg_x_TempPointSquad) //?
Collapse Else - Actions
Do nothing
Halp: SKrumble '08! v1.8 Alpha BF2 "It's impossible, my trigger is perfect!"
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