ok well this first picture is showing all the locations i'm using and where they should be when the trigger is done. then the second picture shows how it turns out in the end
also the trigger is only done up to the bottom left part of the zone was just to see if it would line up good enough.
| Trigger |
| Players: |
| ¤ player 1 |
| Conditions: |
| ¤ all players bring atmost 0 buildings to real zone |
| Actions: |
¤ RemoveUnitAtLocation(1, Observer, All Players, the zone);
|
¤ CreateUnit(9, Overlord, the zone, CurrentPlayer);
|
¤ GiveUnits(1, Men, CurrentPlayer, the zone, P8);
|
¤ MoveLocation(zone, Men, P8, the zone);
|
¤ GiveUnits(2, Men, CurrentPlayer, the zone, P8);
|
¤ GiveUnits(2, Men, P8, the zone, CurrentPlayer);
|
¤ MoveLocation(zone1, Men, P8, the zone);
|
¤ GiveUnits(6, Men, CurrentPlayer, the zone, P8);
|
¤ GiveUnits(6, Men, P8, the zone, CurrentPlayer);
|
¤ MoveLocation(zone2, Men, P8, the zone);
|
¤ GiveUnits(8, Men, CurrentPlayer, the zone, P8);
|
¤ GiveUnits(8, Men, P8, the zone, CurrentPlayer);
|
¤ MoveLocation(zone3, Men, P8, the zone);
|
¤ RemoveUnitAtLocation(9, Men, All Players, the zone);
|
¤ CreateUnit(9, Overlord, zone, CurrentPlayer);
|
¤ GiveUnits(1, Men, CurrentPlayer, zone, P8);
|
¤ MoveLocation(create sunk, Men, P8, the zone);
|
| ¤ CreateUnit(1, Creep Colony, create sunk, P8); |
so what this aspose to do is move the location into how the first picture looks like then from that i can grid the corners to place the sunk there