- Joined
- Jun 20, 2017
- Messages
- 335
I tried to add some custom game mode for my td map with 1 primary and unlimited secondary mode. But the problem is that when I type(player red only) -pahgggmm/-prhgggmm/-phhgggmm it just runs the primary mode only! (I mean it just runs the first mode(pa/pr/ph) after that the second mode will not run!)
-
Mode PA
- Events
-
Conditions
- Boolean_PrimaryMode Equal to False
-
Actions
- Trigger - Turn off (This trigger)
- -------- --------
- Set VariableSet Boolean_PrimaryMode = True
- Set VariableSet Boolean_ModePA = True
- Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Prophet A...
-
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Picked unit)) Equal to Race Picker
-
Then - Actions
- Unit - Remove (Picked unit) from the game
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
For each (Integer A) from 1 to 12, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Player((Integer A))) is in PlayerGroup_InGamePlayers.) Equal to True
-
Then - Actions
- Unit - Create 1 Prophet Builder for (Player((Integer A))) at ((Player((Integer A))) start location) facing Default building facing degrees
- Set VariableSet Point_Temp = (Position of (Last created unit))
- Special Effect - Create a special effect at Point_Temp using Abilities\Spells\Items\AIil\AIilTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation(udg_Point_Temp)
- Selection - Select (Last created unit) for (Owner of (Last created unit))
- Set VariableSet Units_Builder[(Integer A)] = (Last created unit)
- Set VariableSet Boolean_Temp = True
- Trigger - Run Update Race Icon <gen> (ignoring conditions)
- -------- --------
- -------- Assign Random T1 Unit --------
- Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[1])
-
For each (Integer A) from 1 to Integers_UnitSetSize[1], do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Integer A) Equal to Integer_Temp
-
Then - Actions
- Player - Limit training of UnitTypes_TowerSet1[(Integer A)] to -1 for (Triggering player)
-
Else - Actions
- Player - Limit training of UnitTypes_TowerSet1[(Integer A)] to 0 for (Triggering player)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- -------- --------
- -------- Assign Random T2 Unit --------
- Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[2])
-
For each (Integer A) from 1 to Integers_UnitSetSize[2], do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Integer A) Equal to Integer_Temp
-
Then - Actions
- Player - Limit training of UnitTypes_TowerSet2[(Integer A)] to -1 for (Triggering player)
-
Else - Actions
- Player - Limit training of UnitTypes_TowerSet2[(Integer A)] to 0 for (Triggering player)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- -------- --------
- -------- Assign Random T3 Unit --------
- Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[3])
-
For each (Integer A) from 1 to Integers_UnitSetSize[3], do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Integer A) Equal to Integer_Temp
-
Then - Actions
- Player - Limit training of UnitTypes_TowerSet3[(Integer A)] to -1 for (Triggering player)
-
Else - Actions
- Player - Limit training of UnitTypes_TowerSet3[(Integer A)] to 0 for (Triggering player)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- -------- --------
- -------- Assign Random T4 Unit --------
- Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[4])
-
For each (Integer A) from 1 to Integers_UnitSetSize[4], do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Integer A) Equal to Integer_Temp
-
Then - Actions
- Player - Limit training of UnitTypes_TowerSet4[(Integer A)] to -1 for (Triggering player)
-
Else - Actions
- Player - Limit training of UnitTypes_TowerSet4[(Integer A)] to 0 for (Triggering player)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- -------- --------
- -------- Assign Random T5 Unit --------
- Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[5])
-
For each (Integer A) from 1 to Integers_UnitSetSize[5], do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Integer A) Equal to Integer_Temp
-
Then - Actions
- Player - Limit training of UnitTypes_TowerSet5[(Integer A)] to -1 for (Triggering player)
-
Else - Actions
- Player - Limit training of UnitTypes_TowerSet5[(Integer A)] to 0 for (Triggering player)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- -------- --------
- -------- Assign Random T6 Unit --------
- Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[6])
-
For each (Integer A) from 1 to Integers_UnitSetSize[6], do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Integer A) Equal to Integer_Temp
-
Then - Actions
- Player - Limit training of UnitTypes_TowerSet6[(Integer A)] to -1 for (Triggering player)
-
Else - Actions
- Player - Limit training of UnitTypes_TowerSet6[(Integer A)] to 0 for (Triggering player)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- -------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Booleans_BuilderHeal[(Player number of (Triggering player))] Equal to False
-
Then - Actions
- Unit - Add Holy Light Prophet to Units_Builder[(Player number of (Triggering player))]
-
Else - Actions
- Unit - Remove Holy Light Prophet from Units_Builder[(Player number of (Triggering player))]
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
Mode PR
- Events
-
Conditions
- Boolean_PrimaryMode Equal to False
-
Actions
- Trigger - Turn off (This trigger)
- -------- --------
- Set VariableSet Boolean_PrimaryMode = True
- Set VariableSet Boolean_ModePR = True
- Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Prophet R...
-
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Picked unit)) Equal to Race Picker
-
Then - Actions
- Unit - Remove (Picked unit) from the game
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
For each (Integer A) from 1 to 12, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Player((Integer A))) is in PlayerGroup_InGamePlayers.) Equal to True
-
Then - Actions
- Unit - Create 1 Prophet [Random] for (Player((Integer A))) at ((Player((Integer A))) start location) facing Default building facing degrees
- Set VariableSet Point_Temp = (Position of (Last created unit))
- Special Effect - Create a special effect at Point_Temp using Abilities\Spells\Items\AIil\AIilTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation(udg_Point_Temp)
- Selection - Select (Last created unit) for (Owner of (Last created unit))
- Set VariableSet Units_Builder[(Integer A)] = (Last created unit)
- Set VariableSet Boolean_Temp = True
- Trigger - Run Update Race Icon <gen> (ignoring conditions)
- -------- --------
- -------- Assign Random T1 Unit --------
- Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[1])
-
For each (Integer A) from 1 to Integers_UnitSetSize[1], do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Integer A) Equal to Integer_Temp
-
Then - Actions
- Player - Limit training of UnitTypes_TowerSet1[(Integer A)] to -1 for (Triggering player)
-
Else - Actions
- Player - Limit training of UnitTypes_TowerSet1[(Integer A)] to 0 for (Triggering player)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- -------- --------
- -------- Assign Random T2 Unit --------
- Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[2])
-
For each (Integer A) from 1 to Integers_UnitSetSize[2], do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Integer A) Equal to Integer_Temp
-
Then - Actions
- Player - Limit training of UnitTypes_TowerSet2[(Integer A)] to -1 for (Triggering player)
-
Else - Actions
- Player - Limit training of UnitTypes_TowerSet2[(Integer A)] to 0 for (Triggering player)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- -------- --------
- -------- Assign Random T3 Unit --------
- Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[3])
-
For each (Integer A) from 1 to Integers_UnitSetSize[3], do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Integer A) Equal to Integer_Temp
-
Then - Actions
- Player - Limit training of UnitTypes_TowerSet3[(Integer A)] to -1 for (Triggering player)
-
Else - Actions
- Player - Limit training of UnitTypes_TowerSet3[(Integer A)] to 0 for (Triggering player)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- -------- --------
- -------- Assign Random T4 Unit --------
- Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[4])
-
For each (Integer A) from 1 to Integers_UnitSetSize[4], do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Integer A) Equal to Integer_Temp
-
Then - Actions
- Player - Limit training of UnitTypes_TowerSet4[(Integer A)] to -1 for (Triggering player)
-
Else - Actions
- Player - Limit training of UnitTypes_TowerSet4[(Integer A)] to 0 for (Triggering player)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- -------- --------
- -------- Assign Random T5 Unit --------
- Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[5])
-
For each (Integer A) from 1 to Integers_UnitSetSize[5], do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Integer A) Equal to Integer_Temp
-
Then - Actions
- Player - Limit training of UnitTypes_TowerSet5[(Integer A)] to -1 for (Triggering player)
-
Else - Actions
- Player - Limit training of UnitTypes_TowerSet5[(Integer A)] to 0 for (Triggering player)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- -------- --------
- -------- Assign Random T6 Unit --------
- Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[6])
-
For each (Integer A) from 1 to Integers_UnitSetSize[6], do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Integer A) Equal to Integer_Temp
-
Then - Actions
- Player - Limit training of UnitTypes_TowerSet6[(Integer A)] to -1 for (Triggering player)
-
Else - Actions
- Player - Limit training of UnitTypes_TowerSet6[(Integer A)] to 0 for (Triggering player)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- -------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Booleans_BuilderHeal[(Player number of (Triggering player))] Equal to False
-
Then - Actions
- Unit - Add Holy Light Prophet to Units_Builder[(Player number of (Triggering player))]
-
Else - Actions
- Unit - Remove Holy Light Prophet from Units_Builder[(Player number of (Triggering player))]
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
Mode PH
- Events
-
Conditions
- Boolean_PrimaryMode Equal to False
-
Actions
- Trigger - Turn off (This trigger)
- -------- --------
- Set VariableSet Boolean_PrimaryMode = True
- Set VariableSet Boolean_ModePH = True
- Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Prophet H...
-
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Picked unit)) Equal to Race Picker
-
Then - Actions
- Unit - Remove (Picked unit) from the game
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
For each (Integer A) from 1 to 12, do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Player((Integer A))) is in PlayerGroup_InGamePlayers.) Equal to True
-
Then - Actions
- Unit - Create 1 Hybrid Builder for (Player((Integer A))) at ((Player((Integer A))) start location) facing Default building facing degrees
- Set VariableSet Point_Temp = (Position of (Last created unit))
- Special Effect - Create a special effect at Point_Temp using Abilities\Spells\Items\AIil\AIilTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation(udg_Point_Temp)
- Selection - Select (Last created unit) for (Owner of (Last created unit))
- Set VariableSet Units_Builder[(Integer A)] = (Last created unit)
- Set VariableSet Boolean_Temp = True
- Trigger - Run Update Race Icon <gen> (ignoring conditions)
- -------- --------
- -------- Assign Random T1 Unit --------
-
For each (Integer A) from 1 to Integers_UnitSetSize[1], do (Actions)
-
Loop - Actions
- Player - Limit training of UnitTypes_TowerSet1[(Integer A)] to -1 for (Triggering player)
-
Loop - Actions
- -------- --------
- -------- Assign Random T2 Unit --------
-
For each (Integer A) from 1 to Integers_UnitSetSize[2], do (Actions)
-
Loop - Actions
- Player - Limit training of UnitTypes_TowerSet2[(Integer A)] to -1 for (Triggering player)
-
Loop - Actions
- -------- --------
- -------- Assign Random T3 Unit --------
-
For each (Integer A) from 1 to Integers_UnitSetSize[3], do (Actions)
-
Loop - Actions
- Player - Limit training of UnitTypes_TowerSet3[(Integer A)] to -1 for (Triggering player)
-
Loop - Actions
- -------- --------
- -------- Assign Random T4 Unit --------
-
For each (Integer A) from 1 to Integers_UnitSetSize[4], do (Actions)
-
Loop - Actions
- Player - Limit training of UnitTypes_TowerSet4[(Integer A)] to -1 for (Triggering player)
-
Loop - Actions
- -------- --------
- -------- Assign Random T5 Unit --------
-
For each (Integer A) from 1 to Integers_UnitSetSize[5], do (Actions)
-
Loop - Actions
- Player - Limit training of UnitTypes_TowerSet5[(Integer A)] to -1 for (Triggering player)
-
Loop - Actions
- -------- --------
- -------- Assign Random T6 Unit --------
-
For each (Integer A) from 1 to Integers_UnitSetSize[6], do (Actions)
-
Loop - Actions
- Player - Limit training of UnitTypes_TowerSet6[(Integer A)] to -1 for (Triggering player)
-
Loop - Actions
- -------- --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Booleans_BuilderHeal[(Player number of (Triggering player))] Equal to False
-
Then - Actions
- Unit - Add Holy Light Prophet to Units_Builder[(Player number of (Triggering player))]
-
Else - Actions
- Unit - Remove Holy Light Prophet from Units_Builder[(Player number of (Triggering player))]
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
Mode HG
- Events
-
Conditions
- Boolean_SecondaryMode Equal to False
-
Actions
- Trigger - Turn off (This trigger)
- -------- --------
- Set VariableSet Boolean_SecondaryMode = True
- Set VariableSet Boolean_ModeHG = True
- Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Hourglass...
-
Mode GG
- Events
-
Conditions
- Boolean_SecondaryMode Equal to False
-
Actions
- Trigger - Turn off (This trigger)
- -------- --------
- Set VariableSet Boolean_SecondaryMode = True
- Set VariableSet Boolean_ModeGG = True
- Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Good Game...
-
Mode MM
- Events
-
Conditions
- Boolean_SecondaryMode Equal to False
-
Actions
- Trigger - Turn off (This trigger)
- -------- --------
- Set VariableSet Boolean_SecondaryMode = True
- Set VariableSet Boolean_ModeMM = True
- Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Mastermin...
- Visibility - Enable fog of war
- Visibility - Enable black mask
-
Player Group - Pick every player in (All allies of Player 23 (Emerald).) and do (Actions)
-
Loop - Actions
- Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across WestVision <gen>
-
Loop - Actions
-
Player Group - Pick every player in (All allies of Player 24 (Peanut).) and do (Actions)
-
Loop - Actions
- Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across EastVision <gen>
-
Loop - Actions
-
Select A Mode Run
-
Events
- Player - Player 1 (Red) types a chat message containing - as A substring
- Conditions
-
Actions
- Set VariableSet Boolean_Temp = False
-
For each (Integer Integer_Modes) from 1 to (((Length of String_Temp) - 1) / 2), do (Actions)
-
Loop - Actions
- Set VariableSet String_GameMode = (Substring(String_Temp, (2 x Integer_Modes), ((2 x Integer_Modes) + 1)))
- Set VariableSet Boolean_Temp = False
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- String_GameMode Equal to pa
- String_GameMode Equal to pr
- String_GameMode Equal to ph
- String_GameMode Equal to hg
- String_GameMode Equal to gg
- String_GameMode Equal to mm
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set VariableSet Boolean_Temp = True
- Else - Actions
-
If - Conditions
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Boolean_Temp Equal to False
-
Then - Actions
- Skip remaining actions
- Else - Actions
-
If - Conditions
-
For each (Integer Integer_Modes) from 1 to (((Length of String_Temp) - 1) / 2), do (Actions)
-
Loop - Actions
- Set VariableSet String_GameMode = (Substring(String_Temp, (2 x Integer_Modes), ((2 x Integer_Modes) + 1)))
- Set VariableSet Boolean_Temp = False
- -------- --------
- -------- Primary Mode --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- String_GameMode Equal to pa
-
Then - Actions
- Set VariableSet Boolean_Temp = True
- Trigger - Run Mode PA <gen> (checking conditions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- String_GameMode Equal to pr
-
Then - Actions
- Set VariableSet Boolean_Temp = True
- Trigger - Run Mode PR <gen> (checking conditions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- String_GameMode Equal to ph
-
Then - Actions
- Set VariableSet Boolean_Temp = True
- Trigger - Run Mode PH <gen> (checking conditions)
- Else - Actions
-
If - Conditions
- -------- --------
- -------- Secondary Mode --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- String_GameMode Equal to hg
-
Then - Actions
- Set VariableSet Boolean_Temp = True
- Trigger - Run Mode HG <gen> (checking conditions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- String_GameMode Equal to gg
-
Then - Actions
- Set VariableSet Boolean_Temp = True
- Trigger - Run Mode GG <gen> (checking conditions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- String_GameMode Equal to mm
-
Then - Actions
- Set VariableSet Boolean_Temp = True
- Trigger - Run Mode MM <gen> (checking conditions)
- Else - Actions
-
If - Conditions
-
Loop - Actions
- -------- --------
- Trigger - Turn off (This trigger)
-
Events
-
Select A Mode Event
-
Events
- Player - Player 1 (Red) types a chat message containing - as A substring
-
Conditions
-
Or - Any (Conditions) are true
-
Conditions
- Boolean_SinglePlayer Equal to True
- (Triggering player) Equal to Player 1 (Red)
-
Conditions
-
Or - Any (Conditions) are true
-
Actions
- Set VariableSet String_Temp = (Entered chat string)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Boolean_GameInit Equal to True
-
Then - Actions
- Trigger - Run Select A Mode Run <gen> (ignoring conditions)
- Countdown Timer - Resume Timer_Game
- Countdown Timer - Start Timer_Game as a One-shot timer that will expire in 1.00 seconds
-
Else - Actions
- Game - Display to Player Group - Player 1 (Red) the text: Cannot type mode un...
-
If - Conditions
-
Events
-
Generate Mode String
- Events
- Conditions
-
Actions
- Trigger - Turn off (This trigger)
- -------- --------
- Set VariableSet String_Mode = <Empty String>
- -------- --------
- -------- Primary Mode --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Boolean_ModePA Equal to True
-
Then - Actions
- Set VariableSet String_Mode = -pa
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Boolean_ModePR Equal to True
-
Then - Actions
- Set VariableSet String_Mode = -pr
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Boolean_ModePH Equal to True
-
Then - Actions
- Set VariableSet String_Mode = -ph
- Else - Actions
-
If - Conditions
- -------- --------
- -------- Secondary Mode --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Boolean_ModeHG Equal to True
-
Then - Actions
- Set VariableSet String_Mode = (String_Mode + hg)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Boolean_ModeGG Equal to True
-
Then - Actions
- Set VariableSet String_Mode = (String_Mode + gg)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Boolean_ModeMM Equal to True
-
Then - Actions
- Set VariableSet String_Mode = (String_Mode + mm)
- Else - Actions
-
If - Conditions
- -------- --------
- -------- Update On Multiboard --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Boolean_DebugMode Equal to True
-
Then - Actions
- Multiboard - Change the title of Multiboard to (|cffffcc00Champion TD|r + (|cffff0000 ( + (String_Mode + *)|r)))
-
Else - Actions
- Multiboard - Change the title of Multiboard to (|cffffcc00Champion TD|r + (|cffff0000 ( + (String_Mode + )|r)))
-
If - Conditions
-
Clean Mode Stuff And Start Game
- Events
- Conditions
-
Actions
- Floating Text - Destroy FloatingText_PrimaryMode
- Floating Text - Destroy FloatingText_SecondaryMode
- -------- --------
- -------- Default PA (No primary mode selected) --------
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Boolean_PrimaryMode Equal to False
-
Then - Actions
- Trigger - Run Mode PA <gen> (ignoring conditions)
- Trigger - Run Mode HG <gen> (ignoring conditions)
- Trigger - Run Mode GG <gen> (ignoring conditions)
- Trigger - Run Mode MM <gen> (ignoring conditions)
- Else - Actions
-
If - Conditions
- -------- --------
- Trigger - Turn off Mode PA <gen>
- Trigger - Turn off Mode PR <gen>
- Trigger - Turn off Mode PH <gen>
- Trigger - Turn off Mode HG <gen>
- Trigger - Turn off Mode GG <gen>
- Trigger - Turn off Mode MM <gen>
- Trigger - Turn off Select A Mode Run <gen>
- Trigger - Turn off Select A Mode Event <gen>
- Trigger - Turn off Start Game At 10 Second <gen>
- -------- --------
- Trigger - Run Generate Mode String <gen> (ignoring conditions)
-
Player Group - Pick every player in PlayerGroup_InGamePlayers and do (Actions)
-
Loop - Actions
- Unit - Create 1 Red Is Picking A Game Mode for (Picked player) at ((Picked player) start location) facing Default building facing degrees
-
Loop - Actions
- -------- --------
- Trigger - Turn off (This trigger)
-
Start Game At 10 Second
-
Events
- Time - Timer_Game expires
- Conditions
-
Actions
- Trigger - Run Clean Mode Stuff And Start Game <gen> (ignoring conditions)
- Trigger - Run Start Game <gen> (ignoring conditions)
- Custom script: call PauseTimer(udg_Timer_Game)
- Custom script: call DestroyTimer(udg_Timer_Game)
-
Events