Name | Type | is_array | initial_value |
DelayA___P_Data | integer | No | |
DelayA___P_Delay | real | No | |
DelayA___P_Freq_Data | integer | No | |
DelayA___P_Freq_Delay | real | No | |
DelayA___P_Freq_Grafic_Attach | string | No | |
DelayA___P_Freq_Grafic_Path | string | No | |
DelayA___P_Freq_Grafic_Target | integer | No | |
DelayA___P_Freq_Intervall | integer | No | |
DelayA___P_Freq_OnStart | trigger | No | |
DelayA___P_Freq_OnTerminate | trigger | No | |
DelayA___P_Freq_Real | real | No | |
DelayA___P_Freq_Reload_Dur | real | No | |
DelayA___P_Freq_Reloads | integer | No | |
DelayA___P_Freq_Trigger | trigger | No | |
DelayA___P_Grafic | effect | No | |
DelayA___P_Loc | location | No | |
DelayA___P_OnTerminate | trigger | No | |
DelayA___P_Real | real | No | |
DelayA___P_Reload_Dur | real | No | |
DelayA___P_Reloads | integer | No | |
DelayA___P_Source | unit | No | |
DelayA___P_Target | unit | No | |
DelayA___P_Trigger | trigger | No | |
DelayA__Action_Data | integer | No | |
DelayA__Action_Grafic | effect | No | |
DelayA__Action_Has_Reloads | boolean | No | |
DelayA__Action_Left_Reloads | integer | No | |
DelayA__Action_Loc | location | No | |
DelayA__Action_Loc_New | location | No | |
DelayA__Action_Real | real | No | |
DelayA__Action_Source | unit | No | |
DelayA__Action_Target | unit | No | |
DelayA__Action_Terminate_This | boolean | No | |
DelayA_CONS_CLEAR_PARAMETER | boolean | No | |
DelayA_CONS_CREATE | trigger | No | |
DelayA_CONS_GRAFIC_POINT | integer | No | |
DelayA_CONS_GRAFIC_SOURCE | integer | No | |
DelayA_CONS_GRAFIC_TARGET | integer | No | |
DelayA_CONS_Intervall | real | No | |
DelayA_CONS_UNLIMITED_RELOADS | integer | No | |
DelayA_Count | integer | No | |
DelayA_Data | integer | Yes | |
DelayA_Data2 | real | Yes | |
DelayA_First | integer | No | |
DelayA_Freq_Attachment | string | Yes | |
DelayA_Freq_Data | integer | Yes | |
DelayA_Freq_Data_Real | real | Yes | |
DelayA_Freq_Duration | real | Yes | |
DelayA_Freq_Grafic_Path | string | Yes | |
DelayA_Freq_Grafic_Targetype | integer | Yes | |
DelayA_Freq_Has | boolean | Yes | |
DelayA_Freq_Intervall | integer | Yes | |
DelayA_Freq_Intervall_Reload | integer | Yes | |
DelayA_Freq_OnStart | trigger | Yes | |
DelayA_Freq_OnTerminate | trigger | Yes | |
DelayA_Freq_Reload_Dur | real | Yes | |
DelayA_Freq_Reloads | integer | Yes | |
DelayA_Freq_Trigger | trigger | Yes | |
DelayA_Grafic | effect | Yes | |
DelayA_Has_Loc | boolean | Yes | |
DelayA_Index | integer | No | |
DelayA_Index_Entered | integer | No | |
DelayA_Link_Next | integer | Yes | |
DelayA_Link_Previous | integer | Yes | |
DelayA_Loop | integer | No | |
DelayA_OnTerminate | trigger | Yes | |
DelayA_Paused | boolean | Yes | |
DelayA_Pointer_Last_Row | integer | No | |
DelayA_Pointer_Unused | integer | Yes | |
DelayA_Pointer_Unused_Last | integer | No | |
DelayA_ReLoad_Dur | real | Yes | |
DelayA_ReLoads | integer | Yes | |
DelayA_Remainig_Dur | real | Yes | |
DelayA_Sources | unit | Yes | |
DelayA_Targets | unit | Yes | |
DelayA_Terminate | boolean | Yes | |
DelayA_Trigger | trigger | Yes | |
DelayA_X | real | Yes | |
DelayA_Y | real | Yes | |
Lightning | lightning | Yes | |
loc | location | No | |
loc2 | location | No | |
NO_TRIGGER | trigger | No |
//===========================================================================
// Delayed Action 1.5a
// by Tasyem
//------------
// This System enables you to create/pause/terminate "DelayA"-Actions, which are simulated Timers.
// DelayA-Actions are Triggers which will be execute after a Delay or periodic.
// You are able to save Data on creation and use this saved Data on its execution.
// This System has predefined saved Data which I guess are often used, but
// is able to connect any Array with a running DelayA.
//
/////////////////////////////////////////////////////////////////////////////
//Features
//-----------
// 1.Execute a Trigger after a delay
// 2.Execute a Trigger Perodic
// 3.Setup an Delayed Action to start another Delayed Action
// 4.Save & use Data into a DelayA. Allowing full Mui effects.
// 5.Terminate a running DelayA
// 6.Unpause/Pause a running DelayA
// 7.Show an Grafical effect.
/////////////////////////////////////////////////////////////////////////////
// How to Use
//------------
// You create a trigger which setups your DelayA
// In this Trigger you setup the DelayA___P Variables you want/need
// Then you run the "Delayed Action add"-Trigger which will start your DelayA.
//
// To let you DelayA do something you have to setup the DelayA___P_Trigger which is an simple Trigger, which has no Event.
// This "DelayA-Action"-Trigger will now be execute according to the setup -> Delay/Perodic.
// Inside the "DelayA-Action"-Trigger you have acces to all DelayA__Action Variables Most are Read-only.
// A list you find below.
/////////////////////////////////////////////////////////////////////////////
//List of Variables API
//-----------
// Creation
// -----------
// DelayA___P_Delay The First Delay
// DelayA___P_Trigger which Aciton shall be done
// DelayA___P_Reload_Dur The Intervall
// DelayA___P_Reloads How often you Repeat execution of the Trigger
// DelayA___P_Source The unit triggering all that
// DelayA___P_Target The Unit suffering/benefiting, if there is one
// DelayA___P_Data A Free simple Number
// DelayA___P_Real A Free Real Number
// DelayA___P_Loc If you want to save a Location
// DelayA___P_Grafic A Spezialeffect you might want to save; It is destroyed on overall Expire
// DelayA___P_OnTerminate This Trigger is called as soon your DelayA Ends. Cleaning
//
// Freq Variables to let an DelayA start another DelayA.
// ----------
// DelayA___P_Freq_Data A Free to use Integer for Frequenlly Effects:
// DelayA___P_Freq_Real A Free to use Real
// DelayA___P_Freq_Delay First Delay of your seconDelayAry DelayA
// DelayA___P_Freq_Intervall If set above 0 the Freq Effect will only trigger every x reloads of the primary DelayA; 1 Means every second Reload of the primary DelayA.
// DelayA___P_Freq_Grafic_TargetType Says who gets the Grafical effect if Spawned. Use the Constants to choose the right
// DelayA___P_Freq_Grafic_Attachment If TargetType = Target/Source; On which Attachment Point for example overhead.
// DelayA___P_Freq_Grafic_Path Which Modell has the Grafic Effect.
// DelayA___P_Freq_Reload_Dur Intervall of seconDelayAry DelayA
// DelayA___P_Freq_Reloads How often does your seconDelayAry DelayA repeats
//
// For Custom Variables:
// DelayA___P_Freq_OnStart An trigger running directly after the Creation of the Freq DelayA. Here you can create/setup your custom Variables. [use udg_DelayA_Index_Entered]
// DelayA___P_Freq_OnTerminate This will Run if the Freq Trigger does expire. Should be used to clean custom variables.
//
//Action This Variables are used in your DelayA-Action Trigger
//-----------
// Read-only
// --------
// DelayA__Action_Source Saved Source
// DelayA__Action_Target Saved Target
// DelayA__Action_Data Free Integer
// DelayA__Action_Real Free Real
// DelayA__Action_Loc, If set earlier; It is cleaned by the System automataclly
// DelayA__Action_Has_Reloads
// DelayA__Action_Left_Reloads
// DelayA__Action_Grafic
//
// Write-able
// ---------
// DelayA__Action_Loc_new, to change the Loc saved
// DelayA__Action_Terminate_This Terminates the DelayA triggering the Action.
/////////////////////////////////////////////////////////////////////////////////////
//Custom Variables
//---------------
//To use Custom Variables it has to be an Array-based Varible.
//Connection your Variable with an DelayA is done over three Steps.
//
// 1.Set them with the index [udg_DelayA_Index_Entered] which the System offers after you called the "Delayed Action add"-Trigger.
// udg_Your_Vari [udg_DelayA_Index_Entered] = your Value
// 2.Termination-Trigger
// Destroy/null used custom Variables
// call DestroyGroup( udg_Your_Group[udg_DelayA_Index] )
//
//A Demo showing this is Static Volt, Greater Heal.
/////////////////////////////////////////////////////////////////////////////////////
//List of System Variables
//-----------------
// Constants
// -----------
// DelayA_CONS_CLEAR_PARAMETER If true it will clear and null DelayA_Parameters
// DelayA_CONS_GRAFIC_POINT Value of TargetType
// DelayA_CONS_GRAFIC_SOURCE ""
// DelayA_CONS_GRAFIC_TARGET ""
// DelayA_CONS_Intervall Should only be changed at Delayed Action Init;
// DelayA_CONS_UNLIMITED_RELOADS -1; Negative Reloads mean unlimited Repeats
// DelayA_CONS_ADD_DelayA A easy Reference to Delayed Action add Trigger. Simplyfys Copy and creating new ones, if you got alot of Triggers starting with D.
////////
// Index-Values
// -----------
// DelayA_First The Lowest Index of Running DelayA
// DelayA_Last The Highest Index
// DelayA_Index The Index of the current DelayA DataPack
// Use THis inside a DelayA_Action/Terminate Trigger to access the DelayA Datapack
// DelayA_Link_Next Linked List Reference, use this to Acces values from outside of the DelayA System, Checkout Delayed Action Helper
// DelayA_LInk_Previous Linked List Reference
// DelayA_Index_Entered Index of a new created/started DelayA.
// DelayA_Loop Current Index in the Loop do not Use that
// DelayA_Pointer_Last_Row Size of Data-Tabell
// DelayA_Pointer_Unused_Last Amount of unused DelayA-Pointers (-1 at start)
// DelayA_Pointer_Unused Array of Unused Pointers/Free to use Data Rows
//////
// Arraybased-System
// -----------
// DelayA_Freq_Attachment
// DelayA_Freq_Data
// DelayA_Freq_Data_Real
// DelayA_Freq_Duration
// DelayA_Freq_Grafic_Path
// DelayA_Freq_Grafic_TargetTyp
// DelayA_Freq_Has
// DelayA_Freq_Intervall
// DelayA_Freq_Intervall_Reload
// DelayA_Freq_OnStart
// DelayA_Freq_OnTerminate
// DelayA_Freq_Reload_Dur
// DelayA_Freq_Trigger
// DelayA_Data The Free Integers
// DelayA_Data2 The Free Real
// DelayA_Grafic
// DelayA_Has_Loc
// DelayA_Paused
// DelayA_ReLoad_Dur
// DelayA_ReLoads
// DelayA_Remainig_Dur
// DelayA_Sources
// DelayA_Targets
// DelayA_Terminate
// DelayA_Trigger
// DelayA_OnTerminate
// DelayA_X
// DelayA_Y
/////////////////////////////////////////////////////////////