Yet more help from the person who asks all the time

ST_NumerialS

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:yum Isn't that just the greatest icon?... ok, anyway

I need help on this map I'm making, where you build a castle, walls, towers, barracks, then the game dissapears your castle, you get 3 minutes to make the castle, then you watch 2 people battle it out castle vs castle, their castles appear facing eachother...

Ok, here's my triggers, for some reason the walls keep appearing a little off, or not at all, I cant figure out why, got any tips or different ways I can go about moving an entire castle?

This is the beta testing trigs

Event
Player chat message Player 1 types a chat message containing "1" as an exact match

No conditions

Triggers
Unit Group Pick every unit in units owned by player 1 matching condition (unit -type is not equal to Alter of Kings)
Set variable "Distance" (real) Distance between two points: Position of picked unit and position of random unit from units owned by player 1 of type "Alter of Kings"
Set variable "Rotation" (real) Angle from: Random unit owned by player 1 of type Alter of kings and picked unit
Unit Move instantly Random unit from units owned by player 1 of type Alter of kings to centre of Region (Region "Test")
Unit Move instantly Picked unit to position of (random unit owned by player 1 of type Alter of Kings) with an offset by variable"distance" facing towards variable"Rotation"


I can't figure out why its not working, the walls are like, 1 unit off occastionaly, or their too far to the left.. etc. Any other ideas like triagluation? Or something else? (Currently using Alter of Kings as "Center Point" triangulation might be 3 units it bases it fro)

Remember, my objective is a player builds a castle, it "hides" all their units, then it moves the castle to a region, and unhides it. But I can't do move to position because its moving THE WHOLE CASTLE

Many thnax to those who help

:morph My second favorite smily
:tnt My third favorite
 

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