@ Lastig4
I don't mind long replies, someone might find it useful.
I set Attack Move = True so that the units will attack any enemy they encounter along the way, otherwise they won't attack until they reach their destination.
@ WinstonShnozwick
No need to loop the triggers or even have them active (except the mapping trigger), in fact it's better that you don't. Every time you press the key it does the equivalent of Fire Event on the trigger you've specified.
If you look in gamex.con you can see the keys that are mapped, that should give you a few of the names or you could just use these keys (I think they're all right) -
arrowleft, arrowright, arrowup, arrowdown, space, enter, end, home, delete, insert, pageup, pagedown
Plus of course -
a b c d e f g h i j k l m n o p q r s t u v w x y z
1 2 3 4 5 6 7 8 9 0
That should be more than enough.
Edit: More trigger effects for Lastig4 - I've not tested them but they should work
.
<Effect name="Army Deploy Relative to Army">
<Param name="ArmyS" dispName="Army Source" VarType="group">0,0</Param>
<Param name="ArmyT" dispName="Army Target" VarType="group">0,0</Param>
<Param name="ProtoName" dispName="ProtoName" varType="protounit">Anubite</Param>
<Param name="Count" dispName="Count" varType="long">0</Param>
<Param name="Heading" dispName="Heading" varType="long">0</Param>
<Param name="OffsetX" dispName="Distance X" varType="long">5</Param>
<Param name="OffsetZ" dispName="Distance Z" varType="long">5</Param>
<Command>xsSetContextPlayer(xsVectorGetX(vector(%ArmyT%,-1)));</Command>
<Command>kbLookAtAllUnitsOnMap();</Command>
<Command>trArmyDispatch("%ArmyS%", "%ProtoName%", %Count%,xsVectorGetX(kbArmyGetLocation(xsVectorGetY(vector(%ArmyT%,-1)))) + %OffsetX%,0,xsVectorGetZ(kbArmyGetLocation(xsVectorGetY(vector(%ArmyT%,-1)))) + %OffsetZ%, %Heading%, true);</Command>
</Effect>
<Effect name="Army Deploy Relative to Unit">
<Param name="ArmyS" dispName="Army Source" VarType="group">0,0</Param>
<Param name="Object" dispName="Target Unit" varType="unit">default</Param>
<Param name="ProtoName" dispName="ProtoName" varType="protounit">Anubite</Param>
<Param name="Count" dispName="Count" varType="long">0</Param>
<Param name="Heading" dispName="Heading" varType="long">0</Param>
<Param name="OffsetX" dispName="Distance X" varType="long">5</Param>
<Param name="OffsetZ" dispName="Distance Z" varType="long">5</Param>
<Command>trQuestVarSet("lastplayer", xsGetContextPlayer());</Command>
<Command>xsSetContextPlayer(0);</Command>
<Command>kbLookAtAllUnitsOnMap();</Command>
<Command>trArmyDispatch("%ArmyS%", "%ProtoName%", %Count%, xsVectorGetX(kbGetBlockPosition(""+1*%Object%)) + %OffsetX%,0,xsVectorGetZ(kbGetBlockPosition(""+1*%Object%)) + %OffsetZ%, %Heading%, true);</Command>
<Command>xsSetContextPlayer(trQuestVarGet("lastplayer"));</Command>
</Effect>
[This message has been edited by perpetual_n00b (edited 02-07-2010 @ 04:09 PM).]