Hehe, yea actually it WAS stable but then after I moved some invisible units to a new location, the order of unit types you see in the unit trading window was different for 4 teams. So I went into the unit placing thingy and switched those 2 unit types for those 4 teams. Which in the end broke the script in just 8 lines. So I did them right, but I forgot to go back and place the new monsters into the monster identifiers.
Just to give you an idea, the 8 team map has 672 map actions. Of course some of them are blanks to keep things more organized, and I have a small script that isn't activated in there. That script which I want to work on some more before it can have a chance to be part of the map is a test that looks for the netgame ball. If its in a map edge where units can't get to, then it moves an invisble unit in there and kills it. The unit lets out a blast that is meant to move the ball to a new location. But it had issues and therefore did not work all the time.
The Unit Trading script alone was 270 map actions long, with no blanks included in that number. The only upside to these UT script related bugs was that I was able to include other fixes and tweaks that were too minor to make a new release so quickly.
And so I present you... for the last time until whoever knows when... I promise it wont be this month...
Shiver's Turn rc9c.