• 🏆 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!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

TD - Add 1 boss to wave every 5th round

Level 4
Joined
Jul 22, 2023
Messages
36
Hello,
i could use some help constructing a trigger that spawns a Boss additional to normal waves every 5th round. I got it set up to the voting system for the mode to be enabled, after that im not really sure how spawns are handled so everything i attempted failed in the end and didnt spawn anything, so here i am like Bernie Sanders once again asking for your help.
An example of where to insert what stuff for that effect would be much appreciated, if possible and i can work from there.
If there's anything else i can provide, please let me know.






  • New Level
    • Events
      • Time - PrepTime expires
    • Conditions
    • Actions
      • Set VariableSet Level = (Level + 1)
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units of type Burbenog Outpost (Anti-Stuck)) and do (Unit - Set (Picked unit) acquisition range to 100.00)
      • Player Group - Pick every player in (All players) and do (Player - Disable Polar Attraction for (Picked player))
      • Game - Display to (All players) the text: AttackersName[Level]
      • Countdown Timer - Destroy (Last created timer window)
      • Leaderboard - Change the title of (Last created leaderboard) to (Burbenog TD - Level + (String(Level)))
      • If (Level Equal to 41) then do (Trigger - Run Level 41 <gen> (ignoring conditions)) else do (Do nothing)
      • If (Level Equal to 41) then do (Skip remaining actions) else do (Do nothing)
      • Unit Group - Remove all units of Red from Red.
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Attackers[Level] is A flying unit) Equal to True
        • Then - Actions
          • For each (Integer A) from 1 to Number[Level], do (Actions)
            • Loop - Actions
              • Set VariableSet TempPoint = (Random point in Red Start <gen>)
              • Unit - Create 1 Attackers[Level] for Player 12 (Brown) at TempPoint facing 0.00 degrees
              • Custom script: call RemoveLocation( udg_TempPoint )
              • Unit Group - Add (Last created unit) to Red
        • Else - Actions
          • Set VariableSet TempPoint = (Center of Red Start <gen>)
          • Unit - Create Number[Level] Attackers[Level] for Player 12 (Brown) at TempPoint facing 0.00 degrees
          • Custom script: call RemoveLocation( udg_TempPoint )
          • Unit Group - Add all units of (Last created unit group) to Red
      • Unit Group - Pick every unit in Red and do (Actions)
        • Loop - Actions
          • Unit - Make (Picked unit) Explode on death
          • Unit - Set the custom value of (Picked unit) to 1
          • Unit - Change color of (Picked unit) to Orange
          • AI - Ignore (Picked unit)'s guard position
      • Unit Group - Remove all units of Teal from Teal.
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Attackers[Level] is A flying unit) Equal to True
        • Then - Actions
          • For each (Integer A) from 1 to Number[Level], do (Actions)
            • Loop - Actions
              • Set VariableSet TempPoint = (Random point in Teal Start <gen>)
              • Unit - Create 1 Attackers[Level] for Player 12 (Brown) at TempPoint facing 270.00 degrees
              • Custom script: call RemoveLocation( udg_TempPoint )
              • Unit Group - Add (Last created unit) to Teal
        • Else - Actions
          • Set VariableSet TempPoint = (Center of Teal Start <gen>)
          • Unit - Create Number[Level] Attackers[Level] for Player 12 (Brown) at TempPoint facing 270.00 degrees
          • Custom script: call RemoveLocation( udg_TempPoint )
          • Unit Group - Add all units of (Last created unit group) to Teal
      • Unit Group - Pick every unit in Teal and do (Actions)
        • Loop - Actions
          • Unit - Make (Picked unit) Explode on death
          • Unit - Set the custom value of (Picked unit) to 13
          • Unit - Change color of (Picked unit) to Green
          • AI - Ignore (Picked unit)'s guard position
      • Unit Group - Remove all units of Blue from Blue.
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Attackers[Level] is A flying unit) Equal to True
        • Then - Actions
          • For each (Integer A) from 1 to Number[Level], do (Actions)
            • Loop - Actions
              • Set VariableSet TempPoint = (Random point in Blue Start <gen>)
              • Unit - Create 1 Attackers[Level] for Player 12 (Brown) at TempPoint facing 180.00 degrees
              • Custom script: call RemoveLocation( udg_TempPoint )
              • Unit Group - Add (Last created unit) to Blue
        • Else - Actions
          • Set VariableSet TempPoint = (Center of Blue Start <gen>)
          • Unit - Create Number[Level] Attackers[Level] for Player 12 (Brown) at TempPoint facing 180.00 degrees
          • Custom script: call RemoveLocation( udg_TempPoint )
          • Unit Group - Add all units of (Last created unit group) to Blue
      • Unit Group - Pick every unit in Blue and do (Actions)
        • Loop - Actions
          • Unit - Make (Picked unit) Explode on death
          • Unit - Set the custom value of (Picked unit) to 25
          • Unit - Change color of (Picked unit) to Yellow
          • AI - Ignore (Picked unit)'s guard position
      • Unit Group - Remove all units of Purple from Purple.
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Attackers[Level] is A flying unit) Equal to True
        • Then - Actions
          • For each (Integer A) from 1 to Number[Level], do (Actions)
            • Loop - Actions
              • Set VariableSet TempPoint = (Random point in Purple Start <gen>)
              • Unit - Create 1 Attackers[Level] for Player 12 (Brown) at TempPoint facing 90.00 degrees
              • Custom script: call RemoveLocation( udg_TempPoint )
              • Unit Group - Add (Last created unit) to Purple
        • Else - Actions
          • Set VariableSet TempPoint = (Center of Purple Start <gen>)
          • Unit - Create Number[Level] Attackers[Level] for Player 12 (Brown) at TempPoint facing 90.00 degrees
          • Custom script: call RemoveLocation( udg_TempPoint )
          • Unit Group - Add all units of (Last created unit group) to Purple
      • Unit Group - Pick every unit in Purple and do (Actions)
        • Loop - Actions
          • Unit - Make (Picked unit) Explode on death
          • Unit - Set the custom value of (Picked unit) to 37
          • Unit - Change color of (Picked unit) to Gray
          • AI - Ignore (Picked unit)'s guard position
      • Trigger - Turn on Next Round <gen>
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • Attackers[Level] Equal to Mortar Team (Siege, 19)
              • Attackers[Level] Equal to Dragon Turtle (Siege, 37)
        • Then - Actions
          • Unit Group - Pick every unit in (Random 4 units from Red) and do (Unit - Add Endurance Aura (Creep) to (Picked unit))
          • Unit Group - Pick every unit in (Random 4 units from Teal) and do (Unit - Add Endurance Aura (Creep) to (Picked unit))
          • Unit Group - Pick every unit in (Random 4 units from Blue) and do (Unit - Add Endurance Aura (Creep) to (Picked unit))
          • Unit Group - Pick every unit in (Random 4 units from Purple) and do (Unit - Add Endurance Aura (Creep) to (Picked unit))
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • Level Equal to 19
              • Level Equal to 27
              • Level Equal to 34
              • Level Equal to 37
        • Then - Actions
          • Trigger - Run Attacker Level <gen> (ignoring conditions)
          • Skip remaining actions
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • Attackers[Level] Equal to Makrura Tidal Lord (21)
              • Attackers[Level] Equal to Naga Royal Guard (39)
        • Then - Actions
          • Unit Group - Pick every unit in (Random 4 units from Red) and do (Unit - Add Devotion Aura (Creep) to (Picked unit))
          • Unit Group - Pick every unit in (Random 4 units from Teal) and do (Unit - Add Devotion Aura (Creep) to (Picked unit))
          • Unit Group - Pick every unit in (Random 4 units from Blue) and do (Unit - Add Devotion Aura (Creep) to (Picked unit))
          • Unit Group - Pick every unit in (Random 4 units from Purple) and do (Unit - Add Devotion Aura (Creep) to (Picked unit))
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • Attackers[Level] Equal to Flesh Golem (29)
              • Attackers[Level] Equal to Eredar Warlock (33)
        • Then - Actions
          • Unit Group - Pick every unit in (Random 4 units from Red) and do (Unit - Add Unholy Aura (Creep) to (Picked unit))
          • Unit Group - Pick every unit in (Random 4 units from Teal) and do (Unit - Add Unholy Aura (Creep) to (Picked unit))
          • Unit Group - Pick every unit in (Random 4 units from Blue) and do (Unit - Add Unholy Aura (Creep) to (Picked unit))
          • Unit Group - Pick every unit in (Random 4 units from Purple) and do (Unit - Add Unholy Aura (Creep) to (Picked unit))
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • Attackers[Level] Equal to Skeletal Orc Grunt (26)
              • Attackers[Level] Equal to Deeplord Revenant (38)
        • Then - Actions
          • Unit Group - Pick every unit in (Random 4 units from Red) and do (Unit - Add Inhibition Aura (Creep) to (Picked unit))
          • Unit Group - Pick every unit in (Random 4 units from Teal) and do (Unit - Add Inhibition Aura (Creep) to (Picked unit))
          • Unit Group - Pick every unit in (Random 4 units from Blue) and do (Unit - Add Inhibition Aura (Creep) to (Picked unit))
          • Unit Group - Pick every unit in (Random 4 units from Purple) and do (Unit - Add Inhibition Aura (Creep) to (Picked unit))
        • Else - Actions
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Unit - Make (Picked unit) Invulnerable)
      • Wait 3.00 game-time seconds
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Unit - Make (Picked unit) Vulnerable)
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units of type Burbenog Outpost (Anti-Stuck)) and do (Unit - Set (Picked unit) acquisition range to (Default acquisition range of (Picked unit)))
      • Unit Group - Pick every unit in Red and do (Unit - Order (Picked unit) to Move To (Center of Red 001 <gen>))
      • Unit Group - Pick every unit in Teal and do (Unit - Order (Picked unit) to Move To (Center of Teal 001 <gen>))
      • Unit Group - Pick every unit in Blue and do (Unit - Order (Picked unit) to Move To (Center of Blue 001 <gen>))
      • Unit Group - Pick every unit in Purple and do (Unit - Order (Picked unit) to Move To (Center of Purple 001 <gen>))
      • Wait 8.00 game-time seconds
      • If ((Level mod 2) Equal to 0) then do (Trigger - Run Tip <gen> (checking conditions)) else do (Do nothing)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • Level Equal to 17
              • Level Equal to 25
              • Level Equal to 30
              • Level Equal to 35
        • Then - Actions
          • Trigger - Turn on Invis Straggler Fix <gen>
        • Else - Actions


  • Array Setup 1 to 10
    • Events
    • Conditions
    • Actions
      • Set VariableSet Attackers[1] = Angry Puppy (1)
      • Set VariableSet Number[1] = 20
      • Set VariableSet AttackersName[1] = Level 1: Angry Puppies (20 per corner)
      • Set VariableSet Attackers[2] = Fire Lord (2)
      • Set VariableSet Number[2] = 20
      • Set VariableSet AttackersName[2] = Level 2: Footmen (20 per corner)
      • Set VariableSet Attackers[3] = Skeleton Archer (3)
      • Set VariableSet Number[3] = 20
      • Set VariableSet AttackersName[3] = Level 3: Skeleton Archers (Summoned,Undead - 20 per corner)
      • Set VariableSet Attackers[4] = Ogre Warrior (4)
      • Set VariableSet Number[4] = 20
      • Set VariableSet AttackersName[4] = Level 4: Ogre Warriors (20 per corner)
      • Set VariableSet Attackers[5] = Murloc Tiderunner (5)
      • Set VariableSet Number[5] = 20
      • Set VariableSet AttackersName[5] = Level 5: Murloc Tiderunners (20 per corner)
      • Set VariableSet Attackers[6] = Harpy Scout (6)
      • Set VariableSet Number[6] = 20
      • Set VariableSet AttackersName[6] = Level 6: Harpy Scouts (Air - 20 per corner)
      • Set VariableSet Attackers[7] = Kobold (7)
      • Set VariableSet Number[7] = 20
      • Set VariableSet AttackersName[7] = Level 7: Kobolds (20 per corner)
      • Set VariableSet Attackers[8] = Spirit Pig (8)
      • Set VariableSet Number[8] = 20
      • Set VariableSet AttackersName[8] = Level 8: Spirit Pigs (Summoned - 20 per corner)
      • Set VariableSet Attackers[9] = Gnoll Brute (9)
      • Set VariableSet Number[9] = 20
      • Set VariableSet AttackersName[9] = Level 9: Gnoll Brutes (20 per corner)
      • Set VariableSet Attackers[10] = Mud Golem (10)
      • Set VariableSet Number[10] = 20
      • Set VariableSet AttackersName[10] = Level 10: Mud Golems (20 per corner, Spell Immune)
      • Custom script: call DestroyTrigger( GetTriggeringTrigger() )

  • BossArray
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set VariableSet AttackersBoss[1] = Anasterian Sunstrider
      • Set VariableSet NumbersBoss[1] = 1
      • Set VariableSet AttackersBoss[2] = Kelen the Seeker
      • Set VariableSet NumbersBoss[2] = 1
      • Set VariableSet AttackersBoss[3] = Thalorien Dawnseeker
      • Set VariableSet NumbersBoss[3] = 1

  • Boss Yes
    • Events
      • Time - VotingTime expires
    • Conditions
      • VotesBoss[1] Greater than VotesBoss[2]
    • Actions
      • Game - Display to (All players) the text: |cffff0000!!!BOSS M...
Here i am so far:
And added a part of the "new level trigger" that handles spawn for red, it works it spawns an aditional mob and it's the only mob that moves, the rest of the wave stands still.

  • Boss Yes
    • Events
      • Time - Elapsed game time is 25.00 seconds
    • Conditions
      • VotesBoss[1] Greater than VotesBoss[2]
    • Actions
      • Game - Display to (All players) the text: |cffff0000!!!BOSS M...
      • Set VariableSet Number[1] = (Number[1] + NumbersBoss[1])

  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Attackers[Level] is A flying unit) Equal to True
    • Then - Actions
      • For each (Integer A) from 1 to Number[Level], do (Actions)
        • Loop - Actions
          • Set VariableSet TempPoint = (Random point in Red Start <gen>)
          • Unit - Create 1 Attackers[Level] for Player 12 (Brown) at TempPoint facing 0.00 degrees
          • Unit - Create 1 AttackersBoss[Level] for Player 12 (Brown) at TempPoint facing 0.00 degrees
          • Custom script: call RemoveLocation( udg_TempPoint )
          • Unit Group - Add (Last created unit) to Red
    • Else - Actions
      • Set VariableSet TempPoint = (Center of Red Start <gen>)
      • Unit - Create Number[Level] Attackers[Level] for Player 12 (Brown) at TempPoint facing 0.00 degrees
      • Unit - Create NumbersBoss[Level] AttackersBoss[Level] for Player 12 (Brown) at TempPoint facing 0.00 degrees
      • Custom script: call RemoveLocation( udg_TempPoint )
      • Unit Group - Add all units of (Last created unit group) to Red
 
Last edited:

Uncle

Warcraft Moderator
Level 64
Joined
Aug 10, 2018
Messages
6,558
Here's how I would setup my TD:

Then you just need an If Then Else in your Spawn trigger to check if it's a Boss round. If it is, you can modify the outcome to suit your needs.
  • If IsBossRound[Current_Level] Equal to True
    • Then - Actions
      • // do boss stuff
    • Else - Actions
      • // do non-boss stuff
 
Level 4
Joined
Jul 22, 2023
Messages
36
Here's how I would setup my TD:

Then you just need an If Then Else in your Spawn trigger to check if it's a Boss round. If it is, you can modify the outcome to suit your needs.
  • If IsBossRound[Current_Level] Equal to True
    • Then - Actions
      • // do boss stuff
    • Else - Actions
      • // do non-boss stuff
Oh it's you again Uncle guru! Thanks mate, i will take a look and give it a go next time i get some time to play with the editor, you're awesome. After im done with this map i might even learn enough to make my own :) Will post here if i run into any issues and other stuff so i dont flood the forum with my noob questions. :)
 
Level 4
Joined
Jul 22, 2023
Messages
36
If you check the "handles spawns & rounds" trigger the first variable level is set to level +1 every time. This is just my basic farmer's logic but can i do IF Level = Level 5 then do: spawn boss ? Like this for example by theory votes to turn on boss mode win this trigger is run:

  • BoosSpawn
    • Events
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
      • Level Equal to 5
      • Level Equal to 10
      • Level Equal to 15
    • Actions
      • -------- EXAMPLE FOR RED --------
      • Set VariableSet TempPoint = (Random point in Red Start <gen>)
      • Unit - Create NumbersBoss[Level] AttackersBoss[Level] for Player 12 (Brown) at TempPoint facing 0.00 degrees
      • Custom script: call RemoveLocation( udg_TempPoint )
      • Unit Group - Add all units of (Last created unit group) to Red
i just basically copied the spawn trigger from "new round" for red in this case and changed it's variables for unit spawns to the boss and the number of spawns to the variable for boss numbers...

Another quick question related to this, can i delay the spawn of the boss for a few seconds so it spawns after the wave?
i will play with this some more later tonight, if i can figure this out i reckon i can re-build an endless mode when half of the mobs spawn at the start of the round and the other half of the mobs spawn in pairs every few seconds.

Here's the actual map, it's almost as old as i am so a lot of the stuff could probably be done better nowdays but it is what it is if you want to get the whole picture
 

Attachments

  • Burbenog BASE FILE.w3x
    367.7 KB · Views: 0

Uncle

Warcraft Moderator
Level 64
Joined
Aug 10, 2018
Messages
6,558
Basic Array logic like I show in my previous example can go a long way for a TD map. You can create a system where you define every Level using Array variables which you then reference in one central Spawn trigger:
  • Events
    • Time - Every X seconds
  • Conditions
  • Actions
    • Player Group - Pick every player in PlayerGroup_Users and do (Actions)
      • Loop - Action
        • Set Variable PN = (Player number of (Picked player))
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • Spawn_Is_Boss[Level] Equal to True
          • Then - Actions
            • Unit - Create Spawn_Boss_Count[Level] Spawn_Boss_Type[Level] for Player 12 (Brown) at Spawn_Point[PN] facing Spawn_Angle[PN] degrees
            • Unit Group - Add all units of (Last created unit group) to Spawn_Group[PN]
          • Else - Actions
Note the Player Group and extra Array variables that use the Player Number as their [index]. This allows you to manage which Player spawns units, since you can manage which Players are contained in the Player Group. It also allows you to Spawn units at the same time for each Player in the same trigger. It also contains the point, angle, and unit group for each Player's spawns. In most TDs each Player is essentially the same so Arrays can help reduce the repetition. Most of the time you can use Arrays + a single Trigger to handle the logic for everyone.

Also, if your map is setup so that each Player can begin spawning units at different times then the trigger becomes slightly different. In that case you could use Timers in the Events, one Timer for each Player, and detect whose Timer expired.

But to answer your questions:
  • You can check the Level variable like you suggested. I recommend using Modulo (Math function called mod) to check if Level is a multiple of 5.
  • You can add a Wait action before turning on the trigger that spawns the bosses or use a Timer to delay it. Ideally, everything would be setup with Timers and your map would be designed so you have full control over when something happens.
  • Really anything is possible, TD maps are probably the easiest maps to make and have tons of room for innovation.

Also, for Player Group, Unit Group, and Timer ARRAY variables you'll need to define their Initial Size manually. You would Set this to the highest Player Number, so something like 24 should be good.
 
Last edited:
Level 4
Joined
Jul 22, 2023
Messages
36
Thanks a lot man, after trying something out early in the week and it didnt work i thought it through and simply copied the red's spawn part of trigger and pasted it under the regular mob spawn for red, changed it a bit to add boss rounds on certain levels and it works like a charm, simple as that.... earlier i complicated my stuff by creating a new trigger to spawn bosses which didnt work, now with your explanation about timers i know how to add the "endless" mode as well so thanks again! I got a lot of work to do now. :)
 
Level 4
Joined
Jul 22, 2023
Messages
36

  • Blitz Setup
    • Events
      • Dialog - A dialog button is clicked for Voting
    • Conditions
    • Actions
      • Dialog - Clear BlitzVoteWindow
      • Dialog - Change the title of BlitzVoteWindow to |cff6f2583B|r|cff87...
      • Dialog - Create a dialog button for BlitzVoteWindow labelled Yes
      • Set VariableSet BlitzVoteYesButton = (Last created dialog Button)
      • Dialog - Create a dialog button for BlitzVoteWindow labelled No
      • Set VariableSet BlitzVoteNoButton = (Last created dialog Button)
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • ((Picked player) is in OnlinePlayers.) Equal to True
              • ((Picked player) is in PlayersUser.) Equal to True
            • Then - Actions
              • Dialog - Show BlitzVoteWindow for (Picked player)
            • Else - Actions
              • Do nothing
Quick follow up question, a bit back when i was seting up voting i experienced that after 1 player clicked A vote it closed that voting window for every player. Will that happen in this case?
 

Uncle

Warcraft Moderator
Level 64
Joined
Aug 10, 2018
Messages
6,558
You're Showing the Dialog for everyone as far as I can tell. Don't you want to exclude the Player that clicked the button?
  • (Picked player) Not Equal to (Triggering player)
 
Level 4
Joined
Jul 22, 2023
Messages
36
Edit: what i posted originally didnt work. i didnt understand properly how (picked player) not equal to (Triggering player) works or should do but i understand the issue...will think about it and update this reply

Considering the first vote is several difficulty levels, how would this work out for the second vote in the row?
I also changed the Show dialog trigger at the end to "triggering player" in stead of "picked player" as i moved the first conditions up...also later realised the are kinda useless, the voting results after 30 sec regardless of the number of votes so it doesnt matter if a player is offline, the others shouldnt be dependant on his vote, though this map requires all players so in 99.99% all 4 are gonna vote


  • Blitz Setup
    • Events
      • Dialog - A dialog button is clicked for Voting
    • Conditions
      • ((Picked player) is in PlayersUser.) Equal to True
      • ((Picked player) is in OnlinePlayers.) Equal to True
    • Actions
      • Dialog - Clear BlitzVoteWindow
      • Dialog - Change the title of BlitzVoteWindow to |cff6f2583B|r|cff87...
      • Dialog - Create a dialog button for BlitzVoteWindow labelled Yes
      • Set VariableSet BlitzVoteYesButton = (Last created dialog Button)
      • Dialog - Create a dialog button for BlitzVoteWindow labelled No
      • Set VariableSet BlitzVoteNoButton = (Last created dialog Button)
      • Player Group - Pick every player in (All players) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
              • Easy Equal to (Clicked dialog button)
              • Normal Equal to (Clicked dialog button)
              • Hard Equal to (Clicked dialog button)
              • Pro Equal to (Clicked dialog button)
              • Expert Equal to (Clicked dialog button)
            • Then - Actions
              • Dialog - Show BlitzVoteWindow for (Triggering player)
            • Else - Actions
              • Do nothing
 
Last edited:
Top