• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • 🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!

Multiboard Configuration

Status
Not open for further replies.
Level 11
Joined
Jul 9, 2009
Messages
926
I am trying to configure this multiboard into my map.
I have done everything he said but the result just ends up with this

Multiboard.jpg


Even after choosing the hero, the icon or the health bar wont update.


Thanks in advanced to anyone who could help.
 
Level 11
Joined
Jul 9, 2009
Messages
926
ok so here it goes, I already did what he said about deleting the 1st part and reconfigured the heroes and icons

  • AMSettings
    • Events
      • Time - Elapsed game time is 1.00 seconds
    • Conditions
    • Actions
      • Set AM_SHOW_OPPONENT_VALUE = False
      • Set AM_VALUE_NAME = Gold
      • Set AM_DOMINATION_TEXT = % Domination:
      • Set AM_HERO_TYPE[1] = Franz
      • Set AM_HERO_TYPE[2] = Adeek
      • Set AM_HERO_TYPE[3] = Panda
      • Set AM_HERO_TYPE[4] = Eksdii
      • Set AM_HERO_TYPE[5] = Pogi
      • Set AM_HERO_TYPE[6] = BUTOJUICE
      • Set AM_HERO_TYPE[7] = Neko
      • Set AM_HERO_TYPE[8] = Pikachu
      • Set AM_HERO_TYPE[9] = Queen of Arrows
      • Set AM_HERO_TYPE[10] = Budoy
      • Set AM_HERO_TYPE[11] = Kuya Klinx
      • Set AM_HERO_TYPE[12] = BALDAS
      • Set AM_HERO_ICON_PATH[1] = ReplaceableTextures\CommandButtons\BTNfranz.blp
      • Set AM_HERO_ICON_PATH[2] = ReplaceableTextures\CommandButtons\BTNAdeek.blp
      • Set AM_HERO_ICON_PATH[3] = ReplaceableTextures\CommandButtons\BTNPandarenLily.blp
      • Set AM_HERO_ICON_PATH[4] = ReplaceableTextures\CommandButtons\BTNTrollRavager.blp
      • Set AM_HERO_ICON_PATH[5] = ReplaceableTextures\CommandButtons\BTNSirdon.blp
      • Set AM_HERO_ICON_PATH[6] = ReplaceableTextures\CommandButtons\BTNrey.blp
      • Set AM_HERO_ICON_PATH[7] = ReplaceableTextures\CommandButtons\BTNNouhime.blp
      • Set AM_HERO_ICON_PATH[8] = ReplaceableTextures\CommandButtons\BTNPikachu.blp
      • Set AM_HERO_ICON_PATH[9] = ReplaceableTextures\CommandButtons\BTNHeroRanger.blp
      • Set AM_HERO_ICON_PATH[10] = ReplaceableTextures\CommandButtons\BTNZKFirelord.blp
      • Set AM_HERO_ICON_PATH[11] = ReplaceableTextures\CommandButtons\BTNKebs.blp
      • Set AM_HERO_ICON_PATH[12] = ReplaceableTextures\CommandButtons\BTNBaldas.blp
      • Set AM_HERO_TYPE_COUNT = 12
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Set AM_PLAYER_VALUE[(Integer A)] = ((Player((Integer A))) Current gold)
      • Set AM_NAME = Multiboard
      • Set AM_TEAM_ONE_NAME = Team 1
      • Set AM_TEAM_TWO_NAME = Team 2
      • Set AM_VALUE_ICON = UI\Feedback\Resources\ResourceGold.blp
      • Set AM_PG[1] = (All allies of Player 1 (Red))
      • Set AM_PG[2] = (All allies of Player 6 (Orange))
      • Set AM_PG_ALL = (All players)
      • Set AM_BAR_COLOUR[1] = |cffff0303
      • Set AM_BAR_COLOUR[2] = |cff999999
      • Set AM_BAR_COUNT = 10
      • For each (Integer A) from 1 to AM_BAR_COUNT, do (Actions)
        • Loop - Actions
          • Set AM_BAR_STRING = (AM_BAR_STRING + l)
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- PLEASE SEE THIS: --------
      • -------- // PUT THE FOLLOWING ACTIONS INTO YOUR HERO CHOOSE TRIGGER --------
      • -------- // AND ENABLE THE CURRENTLY DISABLED ACTION AFTER PLACING IT IN THE TRIGGER --------
      • -------- // GO TO AMCreation and DELETE THE ACTION //PART 1// HERO ICON. --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- CREATION OF LEADERBOARD --------
      • Leaderboard - Create a leaderboard for AM_PG[1] titled T1 LEADERBOARD
      • Leaderboard - Hide (Last created leaderboard)
      • Set AM_LB[1] = (Last created leaderboard)
      • Leaderboard - Create a leaderboard for AM_PG[2] titled T2 LEADERBOARD
      • Leaderboard - Hide (Last created leaderboard)
      • Set AM_LB[2] = (Last created leaderboard)
      • Player Group - Pick every player in AM_PG[1] and do (Actions)
        • Loop - Actions
          • Leaderboard - Add (Picked player) to AM_LB[1] with label (Name of (Picked player)) and value 0
      • Player Group - Pick every player in AM_PG[2] and do (Actions)
        • Loop - Actions
          • Leaderboard - Add (Picked player) to AM_LB[2] with label (Name of (Picked player)) and value 0
      • -------- REDUCE MEMORY USAGE... --------
      • Custom script: call DestroyTrigger(gg_trg_AMSettings)

and I did not touch anything here, I dont see why the trigger would malfunction :/
  • AMCreation
    • Events
      • Time - Elapsed game time is 1.00 seconds
    • Conditions
    • Actions
      • -------- CREATION OF MULTIBOARD --------
      • Multiboard - Create a multiboard with 8 columns and ((Number of players in AM_PG_ALL) + 6) rows, titled (AM_NAME + ( [ + ((Colour[1] + (0|r : + (Colour[7] + 00|r))) + ])))
      • Multiboard - Hide (Last created multiboard)
      • Set AM_MB[1] = (Last created multiboard)
      • Multiboard - Create a multiboard with 8 columns and ((Number of players in AM_PG_ALL) + 6) rows, titled (AM_NAME + ( [ + ((Colour[1] + (0|r : + (Colour[7] + 00|r))) + ])))
      • Multiboard - Hide (Last created multiboard)
      • Set AM_MB[2] = (Last created multiboard)
      • -------- // ------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- SETTINGS --------
      • -------- DEFAULT SETTINGS FOR WIDTH AND DISPLAY STYLE --------
      • Multiboard - Set the display style for AM_MB[1] item in column 0, row 0 to Show text and Hide icons
      • Multiboard - Set the display style for AM_MB[2] item in column 0, row 0 to Show text and Hide icons
      • Multiboard - Set the width for AM_MB[1] item in column 0, row 0 to 6.00% of the total screen width
      • Multiboard - Set the width for AM_MB[2] item in column 0, row 0 to 6.00% of the total screen width
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • -------- // DEFAULT COLOUR FOR COLUMNS REPRESENTING LEVEL --------
          • Multiboard - Set the color for AM_MB[(Integer A)] item in column 2, row 0 to (80.00%, 80.00%, 80.00%) with 0.00% transparency
          • -------- // DEFAULT COLOUR FOR COLUMNS REPRESENTING HERO KILLS --------
          • Multiboard - Set the color for AM_MB[(Integer A)] item in column 3, row 0 to (80.00%, 25.00%, 15.00%) with 0.00% transparency
          • -------- // DEFAULT COLOUR FOR COLUMNS REPRESENTING HERO DEATHS --------
          • Multiboard - Set the color for AM_MB[(Integer A)] item in column 4, row 0 to (10.00%, 55.00%, 10.00%) with 0.00% transparency
          • -------- // DEFAULT COLOUR FOR COLUMNS REPRESENTING CREEP STATS --------
          • Multiboard - Set the color for AM_MB[(Integer A)] item in column 5, row 0 to (30.00%, 65.00%, 80.00%) with 0.00% transparency
          • -------- // DEFAULT COLOUR FOR COLUMNS REPRESENTING HP/MHP --------
          • Multiboard - Set the color for AM_MB[(Integer A)] item in column 6, row 0 to (70.00%, 30.00%, 50.00%) with 0.00% transparency
          • -------- // DEFAULT COLOUR FOR COLUMNS REPRESENTING GOLD --------
          • Multiboard - Set the color for AM_MB[(Integer A)] item in column 8, row 0 to (80.00%, 60.00%, 0.00%) with 0.00% transparency
          • -------- // DEFAULT COLOUR FOR ROWS REPRESENTING TEAMS --------
          • Multiboard - Set the color for AM_MB[(Integer A)] item in column 0, row 2 to (100.00%, 70.00%, 70.00%) with 0.00% transparency
          • Multiboard - Set the color for AM_MB[(Integer A)] item in column 0, row ((Number of players in AM_PG[1]) + 4) to (70.00%, 70.00%, 100.00%) with 0.00% transparency
      • -------- SETTING NAMES ON BOARD... --------
      • Multiboard - Set the text for AM_MB[1] item in column 1, row 2 to AM_TEAM_ONE_NAME
      • Multiboard - Set the text for AM_MB[2] item in column 1, row 2 to AM_TEAM_ONE_NAME
      • Multiboard - Set the text for AM_MB[1] item in column 1, row ((Number of players in AM_PG[1]) + 4) to AM_TEAM_TWO_NAME
      • Multiboard - Set the text for AM_MB[2] item in column 1, row ((Number of players in AM_PG[1]) + 4) to AM_TEAM_TWO_NAME
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 2, row 1 to (Colour[9] + L|r)
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 3, row 1 to (Colour[1] + K|r)
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 4, row 1 to (Colour[7] + D|r)
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 5, row 1 to (Colour[10] + CS|r)
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 6, row 1 to (Colour[8] + HP / MHP|r)
          • Multiboard - Set the display style for AM_MB[(Integer A)] item in column 8, row 1 to Show text and Show icons
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 8, row 1 to (Colour[15] + (AM_VALUE_NAME + |r))
          • Multiboard - Set the icon for AM_MB[(Integer A)] item in column 8, row 1 to AM_VALUE_ICON
          • Multiboard - Set the text for AM_MB[(Integer A)] item in column 1, row ((Number of players in AM_PG_ALL) + 6) to AM_DOMINATION_TEXT
      • Player Group - Pick every player in AM_PG[1] and do (Actions)
        • Loop - Actions
          • Multiboard - Set the text for AM_MB[1] item in column 1, row ((Position of (Picked player) in AM_LB[1]) + 2) to (Colour[(Player number of (Picked player))] + ((Name of (Picked player)) + |r))
          • Multiboard - Set the text for AM_MB[2] item in column 1, row ((Position of (Picked player) in AM_LB[1]) + 2) to (Colour[(Player number of (Picked player))] + ((Name of (Picked player)) + |r))
      • Player Group - Pick every player in AM_PG[2] and do (Actions)
        • Loop - Actions
          • Multiboard - Set the text for AM_MB[1] item in column 1, row ((Position of (Picked player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to (Colour[(Player number of (Picked player))] + ((Name of (Picked player)) + |r))
          • Multiboard - Set the text for AM_MB[2] item in column 1, row ((Position of (Picked player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to (Colour[(Player number of (Picked player))] + ((Name of (Picked player)) + |r))
      • -------- SETTING SPECIFIC WIDTH... --------
      • For each (Integer B) from 2 to 4, do (Actions)
        • Loop - Actions
          • Multiboard - Set the width for AM_MB[1] item in column (Integer B), row 0 to 2.00% of the total screen width
          • Multiboard - Set the width for AM_MB[2] item in column (Integer B), row 0 to 2.00% of the total screen width
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • -------- // COLUMN WIDTH OF NAME DISPLAY --------
          • Multiboard - Set the width for AM_MB[(Integer A)] item in column 1, row 0 to 8.00% of the total screen width
          • -------- // // // // // // --------
          • Multiboard - Set the width for AM_MB[(Integer A)] item in column 5, row 0 to 3.90% of the total screen width
          • Multiboard - Set the width for AM_MB[(Integer A)] item in column 6, row 0 to 5.00% of the total screen width
          • -------- // HP BAR WIDTH --------
          • Multiboard - Set the width for AM_MB[(Integer A)] item in column 7, row 0 to 7.00% of the total screen width
          • -------- // // // // // // --------
          • -------- // VALUE WIDTH --------
          • Multiboard - Set the width for AM_MB[(Integer A)] item in column 8, row 0 to 3.00% of the total screen width
          • -------- // // // // // // --------
          • Multiboard - Set the width for AM_MB[(Integer A)] item in column 1, row ((Number of players in AM_PG_ALL) + 6) to 9.00% of the total screen width
          • Multiboard - Set the width for AM_MB[(Integer A)] item in column 2, row ((Number of players in AM_PG_ALL) + 6) to 15.00% of the total screen width
      • -------- SETTING DEFAULT ZEROS... --------
      • Multiboard - Set the text for AM_MB[1] item in column 2, row ((Number of players in AM_PG_ALL) + 6) to 0%
      • Multiboard - Set the text for AM_MB[2] item in column 2, row ((Number of players in AM_PG_ALL) + 6) to 0%
      • Multiboard - Set the text for AM_MB[1] item in column 5, row 2 to 0/0
      • Multiboard - Set the text for AM_MB[2] item in column 5, row 2 to 0/0
      • Multiboard - Set the text for AM_MB[1] item in column 5, row ((Number of players in AM_PG[1]) + 4) to 0/0
      • Multiboard - Set the text for AM_MB[2] item in column 5, row ((Number of players in AM_PG[1]) + 4) to 0/0
      • For each (Integer B) from 2 to (2 + (Number of players in AM_PG[1])), do (Actions)
        • Loop - Actions
          • Multiboard - Set the text for AM_MB[1] item in column 3, row (Integer B) to 0
          • Multiboard - Set the text for AM_MB[2] item in column 3, row (Integer B) to 0
          • Multiboard - Set the text for AM_MB[1] item in column 4, row (Integer B) to 0
          • Multiboard - Set the text for AM_MB[2] item in column 4, row (Integer B) to 0
          • Multiboard - Set the text for AM_MB[1] item in column 5, row (Integer B) to 0/0
      • For each (Integer B) from ((Number of players in AM_PG[1]) + 4) to ((Number of players in AM_PG_ALL) + 4), do (Actions)
        • Loop - Actions
          • Multiboard - Set the text for AM_MB[1] item in column 3, row (Integer B) to 0
          • Multiboard - Set the text for AM_MB[2] item in column 3, row (Integer B) to 0
          • Multiboard - Set the text for AM_MB[1] item in column 4, row (Integer B) to 0
          • Multiboard - Set the text for AM_MB[2] item in column 4, row (Integer B) to 0
          • Multiboard - Set the text for AM_MB[2] item in column 5, row (Integer B) to 0/0
      • -------- SETTING SPECIFIC VALUE... --------
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • AM_SHOW_OPPONENT_VALUE Equal to True
            • Then - Actions
              • Multiboard - Set the text for AM_MB[(Integer A)] item in column 8, row 2 to (Colour[15] + ((String((AM_PLAYER_VALUE[(Player number of (Player in position 1 of AM_LB[1]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 2 of AM_LB[1]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 3 of AM_LB[1]))] + (AM_PLAYER_VAL
              • Multiboard - Set the text for AM_MB[(Integer A)] item in column 8, row ((Number of players in AM_PG[1]) + 4) to (Colour[15] + ((String((AM_PLAYER_VALUE[(Player number of (Player in position 1 of AM_LB[2]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 2 of AM_LB[2]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 3 of AM_LB[2]))] + (AM_PLAYER_VAL
            • Else - Actions
              • Multiboard - Set the text for AM_MB[1] item in column 8, row 2 to (Colour[15] + ((String((AM_PLAYER_VALUE[(Player number of (Player in position 1 of AM_LB[1]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 2 of AM_LB[1]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 3 of AM_LB[1]))] + (AM_PLAYER_VAL
              • Multiboard - Set the text for AM_MB[2] item in column 8, row ((Number of players in AM_PG[1]) + 4) to (Colour[15] + ((String((AM_PLAYER_VALUE[(Player number of (Player in position 1 of AM_LB[2]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 2 of AM_LB[2]))] + (AM_PLAYER_VALUE[(Player number of (Player in position 3 of AM_LB[2]))] + (AM_PLAYER_VAL
          • Player Group - Pick every player in AM_PG[1] and do (Actions)
            • Loop - Actions
              • Multiboard - Set the text for AM_MB[1] item in column 8, row ((Position of (Picked player) in AM_LB[1]) + 2) to (String(AM_PLAYER_VALUE[(Player number of (Picked player))]))
          • Player Group - Pick every player in AM_PG[2] and do (Actions)
            • Loop - Actions
              • Multiboard - Set the text for AM_MB[2] item in column 8, row ((Position of (Picked player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to (String(AM_PLAYER_VALUE[(Player number of (Picked player))]))
      • -------- // ------------------------------------------------------------------------------------------------------------------------------------------------- --------
      • -------- DISPLAYING MULTIBOARD TO ONLY PROPER PLAYERS --------
      • For each (Integer A) from 0 to 4, do (Actions)
        • Loop - Actions
          • Custom script: if (GetLocalPlayer() == Player(bj_forLoopAIndex)) then
          • Multiboard - Show AM_MB[1]
          • Custom script: endif
      • For each (Integer A) from 5 to 9, do (Actions)
        • Loop - Actions
          • Custom script: if (GetLocalPlayer() == Player(bj_forLoopAIndex)) then
          • Multiboard - Show AM_MB[2]
          • Custom script: endif
      • -------- // LEAVES GAME --------
      • Player Group - Pick every player in AM_PG_ALL and do (Actions)
        • Loop - Actions
          • Trigger - Add to AMUpdateLeaver <gen> the event (Player - (Picked player) leaves the game)
      • -------- TURN ON TRIGGERS FOR UPDATE... --------
      • Trigger - Turn on AMUpdate <gen>
      • Trigger - Turn on AMUpdateKills <gen>
      • Trigger - Turn on AMUpdateLeaver <gen>
      • Trigger - Turn on AMUpdateLevel <gen>
      • -------- REDUCE MEMORY USAGE... --------
      • Custom script: call DestroyTrigger(gg_trg_AMCreation)
Here is the part where he said put the actions in your pick trigger and enable it
  • ShowNameUnit
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • ((Sold unit) is A Hero) Equal to True
    • Actions
      • Game - Display to (All players) the text: ((|c00FFFF59 + (Name of (Owner of (Sold unit)))) + ( has chosen|r |c0000FF80 + ((Proper name of (Sold unit)) + ( the + ((Name of (Sold unit)) + !)))))
      • Player Group - Pick every player in AM_PG_ALL and do (Actions)
        • Loop - Actions
          • For each (Integer A) from 1 to AM_HERO_TYPE_COUNT, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of AM_CHOSEN_HERO[(Player number of (Picked player))]) Equal to AM_HERO_TYPE[(Integer A)]
                • Then - Actions
                  • Set AM_PLAYER_HERO_ICON_PATH[(Player number of (Picked player))] = (Integer A)
                • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering player) is an ally of Player 1 (Red)) Equal to True
        • Then - Actions
          • Player Group - Pick every player in AM_PG[1] and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • AM_CHOSEN_HERO[(Player number of (Picked player))] Not equal to No unit
                • Then - Actions
                  • Multiboard - Set the display style for AM_MB[(Integer A)] item in column 1, row ((Position of (Picked player) in AM_LB[1]) + 2) to Show text and Show icons
                  • Multiboard - Set the icon for AM_MB[(Integer A)] item in column 1, row ((Position of (Picked player) in AM_LB[1]) + 2) to AM_HERO_ICON_PATH[AM_PLAYER_HERO_ICON_PATH[(Player number of (Picked player))]]
                • Else - Actions
        • Else - Actions
          • Player Group - Pick every player in AM_PG[2] and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • AM_CHOSEN_HERO[(Player number of (Picked player))] Not equal to No unit
                • Then - Actions
                  • Multiboard - Set the display style for AM_MB[(Integer A)] item in column 1, row ((Position of (Picked player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to Show text and Show icons
                  • Multiboard - Set the icon for AM_MB[(Integer A)] item in column 1, row ((Position of (Picked player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to AM_HERO_ICON_PATH[AM_PLAYER_HERO_ICON_PATH[(Player number of (Picked player))]]
                • Else - Actions
This was the original 1st trigger
  • AMSettings
    • Events
      • Time - Elapsed game time is 0.00 seconds
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Random integer number between 1 and 2) Equal to (Random integer number between 1 and 2)
            • Then - Actions
              • Unit - Create 1 Archmage for (Player((Integer A))) at (Center of (Playable map area)) facing Default building facing degrees
              • Set AM_CHOSEN_HERO[(Integer A)] = (Last created unit)
            • Else - Actions
              • Unit - Create 1 Blood Mage for (Player((Integer A))) at (Center of (Playable map area)) facing Default building facing degrees
              • Set AM_CHOSEN_HERO[(Integer A)] = (Last created unit)
      • Set AM_SHOW_OPPONENT_VALUE = False
      • Set AM_VALUE_NAME = Gold
      • Set AM_DOMINATION_TEXT = % Domination:
      • Set AM_HERO_TYPE[1] = Archmage
      • Set AM_HERO_TYPE[2] = Blood Mage
      • Set AM_HERO_ICON_PATH[1] = ReplaceableTextures\CommandButtons\BTNHeroArchMage.blp
      • Set AM_HERO_ICON_PATH[2] = ReplaceableTextures\CommandButtons\BTNHeroBloodElfPrince.blp
      • Set AM_HERO_TYPE_COUNT = 2
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • Player - Set (Picked player) Current gold to 750
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Set AM_PLAYER_VALUE[(Integer A)] = ((Player((Integer A))) Current gold)
      • Set AM_NAME = Multiboard
      • Set AM_TEAM_ONE_NAME = Team 1
      • Set AM_TEAM_TWO_NAME = Team 2
      • Set AM_VALUE_ICON = UI\Feedback\Resources\ResourceGold.blp
      • Set AM_PG[1] = (All allies of Player 1 (Red))
      • Set AM_PG[2] = (All allies of Player 6 (Orange))
      • Set AM_PG_ALL = (All players)
      • Set AM_BAR_COLOUR[1] = |cffff0303
      • Set AM_BAR_COLOUR[2] = |cff999999
      • Set AM_BAR_COUNT = 10
      • For each (Integer A) from 1 to AM_BAR_COUNT, do (Actions)
        • Loop - Actions
          • Set AM_BAR_STRING = (AM_BAR_STRING + l)
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- PLEASE SEE THIS: --------
      • -------- // PUT THE FOLLOWING ACTIONS INTO YOUR HERO CHOOSE TRIGGER --------
      • -------- // AND ENABLE THE CURRENTLY DISABLED ACTION AFTER PLACING IT IN THE TRIGGER --------
      • -------- // GO TO AMCreation and DELETE THE ACTION //PART 1// HERO ICON. --------
      • Player Group - Pick every player in AM_PG_ALL and do (Actions)
        • Loop - Actions
          • For each (Integer A) from 1 to AM_HERO_TYPE_COUNT, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • (Unit-type of AM_CHOSEN_HERO[(Player number of (Picked player))]) Equal to AM_HERO_TYPE[(Integer A)]
                • Then - Actions
                  • Set AM_PLAYER_HERO_ICON_PATH[(Player number of (Picked player))] = (Integer A)
                • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering player) is an ally of Player 1 (Red)) Equal to True
        • Then - Actions
          • Player Group - Pick every player in AM_PG[1] and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • AM_CHOSEN_HERO[(Player number of (Picked player))] Not equal to No unit
                • Then - Actions
                  • Multiboard - Set the display style for AM_MB[(Integer A)] item in column 1, row ((Position of (Picked player) in AM_LB[1]) + 2) to Show text and Show icons
                  • Multiboard - Set the icon for AM_MB[(Integer A)] item in column 1, row ((Position of (Picked player) in AM_LB[1]) + 2) to AM_HERO_ICON_PATH[AM_PLAYER_HERO_ICON_PATH[(Player number of (Picked player))]]
                • Else - Actions
        • Else - Actions
          • Player Group - Pick every player in AM_PG[2] and do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • AM_CHOSEN_HERO[(Player number of (Picked player))] Not equal to No unit
                • Then - Actions
                  • Multiboard - Set the display style for AM_MB[(Integer A)] item in column 1, row ((Position of (Picked player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to Show text and Show icons
                  • Multiboard - Set the icon for AM_MB[(Integer A)] item in column 1, row ((Position of (Picked player) in AM_LB[2]) + ((Number of players in AM_PG[1]) + 4)) to AM_HERO_ICON_PATH[AM_PLAYER_HERO_ICON_PATH[(Player number of (Picked player))]]
                • Else - Actions
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- // // //// // //// // //// // //// // // --------
      • -------- CREATION OF LEADERBOARD --------
      • Leaderboard - Create a leaderboard for AM_PG[1] titled T1 LEADERBOARD
      • Leaderboard - Hide (Last created leaderboard)
      • Set AM_LB[1] = (Last created leaderboard)
      • Leaderboard - Create a leaderboard for AM_PG[2] titled T2 LEADERBOARD
      • Leaderboard - Hide (Last created leaderboard)
      • Set AM_LB[2] = (Last created leaderboard)
      • Player Group - Pick every player in AM_PG[1] and do (Actions)
        • Loop - Actions
          • Leaderboard - Add (Picked player) to AM_LB[1] with label (Name of (Picked player)) and value 0
      • Player Group - Pick every player in AM_PG[2] and do (Actions)
        • Loop - Actions
          • Leaderboard - Add (Picked player) to AM_LB[2] with label (Name of (Picked player)) and value 0
      • -------- REDUCE MEMORY USAGE... --------
      • Custom script: call DestroyTrigger(gg_trg_AMSettings)
 
Status
Not open for further replies.
Top