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Gate Trigger 2 levers

Events


Destructible - A destructible within (Playable map area) dies

Conditions

Actions


Set TempIntA = 0


For each (Integer A) from 1 to HowManyGatesYouHave, do (Actions)



Loop - Actions




Set TempIntA = (TempIntA + 1)




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Dying destructible) Equal to LeverA[TempIntA]





Then - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








LeverAToggle[TempIntA] Equal to 0.00







Then - Actions








Set LeverAToggle[TempIntA] = 1.00







Else - Actions





Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Dying destructible) Equal to LeverB[TempIntA]





Then - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








LeverBToggle[TempIntA] Equal to 0.00







Then - Actions








Set LeverBToggle[TempIntA] = 1.00







Else - Actions





Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






And - All (Conditions) are true







Conditions








Gate[TempIntA] Equal to False








LeverAToggle[TempIntA] Equal to 1.00








LeverBToggle[TempIntA] Equal to 1.00





Then - Actions






Destructible - Open GateUnit[TempIntA]






Set Gate[TempIntA] = True






Countdown Timer - Start GateTimer[TempIntA] as a One-shot timer that will expire in 3.00 seconds





Else - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








And - All (Conditions) are true









Conditions










Gate[TempIntA] Equal to True










LeverAToggle[TempIntA] Equal to 1.00










LeverBToggle[TempIntA] Equal to 1.00







Then - Actions








Destructible - Close GateUnit[TempIntA]








Set Gate[TempIntA] = False








Countdown Timer - Start GateTimer[TempIntA] as a One-shot timer that will expire in 3.00 seconds







Else - Actions
Gate Revive 1

Events


Time - GateTimer[1] expires

Conditions

Actions


Set TempIntA = 1


Set LeverAToggle[TempIntA] = 0.00


Set LeverBToggle[TempIntA] = 0.00


Destructible - Resurrect LeverA[TempIntA] with (Max life of (Last created destructible)) life and Show birth animation


Destructible - Resurrect LeverB[TempIntA] with (Max life of (Last created destructible)) life and Show birth animation


Open Gate

Events


Destructible - Lever001 Dies

Conditions

Actions


Destructable - Open CityGate001


Destructable - Ressurect Lever002
Close Gate

Events


Destructable - Lever002 Dies

Conditions

Actions


Destructable - Close CityGate001


Destructable - Ressurect Lever001
Open Gate
Events

Player - A Player type in -open as an exact match.
Actions

Destructable - Open Gate gem003
Close Gate
Events

Player - A Player type in -close as an exact match.
Actions

Destructable - Close Gate gem003
Events:

Unit - A unit finishes casting an ability
Conditions:

(Ability being cast) Equal to Open Doors
Actions:

Destructible - Pick every gate in region with offset (errhm, take the starting point as the target point of ability being cast and make both X and Y's offsets equal... remember that 400 is Large area enough

Destructible - ... this is a continue of the last said action... Open (Picked) gate