YES!! People of CASTWCRT, I have created two new effects. They are within my protounit control triggers. And this time, I got them both right on the first try without any help!! Im improving. Protounit Move to Point and Protounit Move to Unit. The parameters ingame are simaler to the other protounit control effects, and i want you to note, when selecting units for object in the move effects, or object and target in the damage, you can leave it blank, not selecting anything, and it will do it for all units of that player. I beleive thats how you shortened the modify protounit all, perp noob? But anyways, ehre they are!
<Effect name="Protounit Move to Point">
<Param name="PlayerID" dispName="Object Player" VarType="float">0</Param>
<Param name="Object" dispName="Object Protounit" VarType="protounit">Unit</Param>
<Param name="Target" dispName="Target Point" VarType="area">0</Param>
<Param name="EventID" dispName="Trigger" VarType="event">-1</Param>
<Param name="AttackMove" dispName="Attack Move" VarType="bool">false</Param>
<Command>for(Qid=1;>0) {}</Command>
<Command>xsSetContextPlayer(%PlayerID%);</Command>
<Command>kbLookAtAllUnitsOnMap();</Command>
<Command>Qid=kbUnitQueryCreate("QueryProtounit");</Command>
<Command>kbUnitQuerySetPlayerID(Qid, %PlayerID%, true);</Command>
<Command>kbUnitQuerySetUnitType(Qid, kbGetProtoUnitID("%Object%"));</Command>
<Command>kbUnitQuerySetState(Qid, 2);</Command>
<Command>for(i=kbUnitQueryExecute(Qid)-1;>-1){</Command>
<Command>trUnitSelectClear();</Command>
<Command>trUnitSelectByID(kbUnitQueryGetResult(Qid,i));</Command>
<Command>trUnitMoveToPoint(%Target%, %EventID%, %AttackMove%);}</Command>
</Effect>
<Effect name="Protounit Move to Unit">
<Param name="PlayerID" dispName="Object Player" VarType="float">0</Param>
<Param name="Object" dispName="Object Protounit" VarType="protounit">Unit</Param>
<Param name="Target" dispName="Target Unit" VarType="unit">default</Param>
<Param name="EventID" dispName="Trigger" VarType="event">-1</Param>
<Param name="AttackMove" dispName="Attack Move" VarType="bool">false</Param>
<Command>for(Qid=1;>0) {}</Command>
<Command>xsSetContextPlayer(%PlayerID%);</Command>
<Command>kbLookAtAllUnitsOnMap();</Command>
<Command>Qid=kbUnitQueryCreate("QueryProtounit");</Command>
<Command>kbUnitQuerySetPlayerID(Qid, %PlayerID%, true);</Command>
<Command>kbUnitQuerySetUnitType(Qid, kbGetProtoUnitID("%Object%"));</Command>
<Command>kbUnitQuerySetState(Qid, 2);</Command>
<Command>for(i=kbUnitQueryExecute(Qid)-1;>-1){</Command>
<Command>trUnitSelectClear();</Command>
<Command>trUnitSelectByID(kbUnitQueryGetResult(Qid,i));</Command>
<Command>trUnitMoveToUnit("%Target%",%EventID%, %AttackMove%);}</Command>
</Effect>
@THYMOLE-Well i thought of that already and i will be doing that for my final versoin of my protounit control triggers. But the problem is, i wanted to do PP, or abrieveate protounit, as PU. And those both make it sound silly. :S
But now as i wrote this post, i think i know what ill do. Ill make them all PC triggers. (damn it , just noticed, personal computer. But i think ill keep that name, it fits, and its cool to me)