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Camera/Income/Alliance System

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This system allows for you to do 3 things
While containing only 6 Triggers and 9 variables

- Ally/Unally/Truce/Giving Full Control to other players

- Give you and tells you your Income

- Camera Movement such as controling the zoom, angle, roll, rotate, and height ( All the things you can move with Camera Triggers xD)

This was made for maps such as strategy/diplomacy maps, but can easily be used for other things as well just look for the group you want like Income which will have this telling you that its dealing with Income
  • -------- ----------------------------------------------INCOME---------------------------------------------- --------
This uses no Third Party Material and is useable on 1.24

Here are the Triggers

  • Setup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- ----------------------------------------------ALLIANCE---------------------------------------------- --------
      • -------- Set this up to what ever you like Example: Red in your map controls a controls a country...Therefore you can name it what the country is instead of red or blue --------
      • Set PlayerColor[1] = red
      • Set PlayerColor[2] = blue
      • Set PlayerColor[3] = teal
      • Set PlayerColor[4] = purple
      • Set PlayerColor[5] = yellow
      • Set PlayerColor[6] = orange
      • Set PlayerColor[7] = green
      • Set PlayerColor[8] = pink
      • Set PlayerColor[9] = pink
      • Set PlayerColor[10] = light blue
      • Set PlayerColor[11] = dark green
      • Set PlayerColor[12] = brown
      • -------- ----------------------------------------------INCOME---------------------------------------------- --------
      • -------- Change The Unit Type to what Unit you want to have the income said in IncomeMoney(Make Sure they have The same Array!! --------
      • Set IncomeUNIT_TYPE[1] = Farm
      • Set IncomeMoney[1] = 100
      • Set IncomeUNIT_TYPE[2] = Fruit Stand
      • Set IncomeMoney[2] = 101
      • Set IncomeUNIT_TYPE[3] = Lumber Mill
      • Set IncomeMoney[3] = 10
      • Set IncomeUNIT_TYPE[4] = Gryphon Aviary
      • Set IncomeMoney[4] = 11
  • Setup Timer
    • Events
      • Time - Elapsed game time is 0.05 seconds
    • Conditions
    • Actions
      • -------- ----------------------------------------------INCOME---------------------------------------------- --------
      • -------- This Starts The Timer for the Income --------
      • Countdown Timer - Start Timer as a Repeating timer that will expire in 60.00 seconds
      • -------- You can change the Title of the Timer to what ever you desire or the Times it will expire --------
      • Countdown Timer - Create a timer window for (Last started timer) with title Income
      • Countdown Timer - Show (Last created timer window)
  • Camera Commands
    • Events
      • Player - Player 1 (Red) types a chat message containing - as A substring
      • Player - Player 2 (Blue) types a chat message containing - as A substring
      • Player - Player 3 (Teal) types a chat message containing - as A substring
      • Player - Player 4 (Purple) types a chat message containing - as A substring
      • Player - Player 5 (Yellow) types a chat message containing - as A substring
      • Player - Player 6 (Orange) types a chat message containing - as A substring
      • Player - Player 7 (Green) types a chat message containing - as A substring
      • Player - Player 8 (Pink) types a chat message containing - as A substring
      • Player - Player 9 (Gray) types a chat message containing - as A substring
      • Player - Player 10 (Light Blue) types a chat message containing - as A substring
      • Player - Player 11 (Dark Green) types a chat message containing - as A substring
      • Player - Player 12 (Brown) types a chat message containing - as A substring
    • Conditions
    • Actions
      • -------- Allows for a memory leak to be destoryed later on --------
      • Set Saying_Player = (Player group((Triggering player)))
      • -------- ----------------------------------------------CAMERA---------------------------------------------- --------
      • -------- !!WARNING!! Dont do anything to these triggers unless you know what your doing...It may get confusing for some. --------
      • -------- Zoom --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (String((Substring((Entered chat string), 2, 6))) as Lower case) Equal to zoom
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • (Integer((Substring((Entered chat string), 7, 10)))) Greater than or equal to 1
                  • (Integer((Substring((Entered chat string), 7, 10)))) Less than or equal to 999
            • Then - Actions
              • Camera - Set (Triggering player)'s camera Distance to target to (4.00 x (Real((Substring((Entered chat string), 7, 9))))) over 1.00 seconds
            • Else - Actions
              • Game - Display to Saying_Player the text: |c00FF0101Zoom Erro...
        • Else - Actions
      • -------- Angle --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (String((Substring((Entered chat string), 2, 7))) as Lower case) Equal to angle
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • (Integer((Substring((Entered chat string), 7, 10)))) Less than or equal to 180
                  • (Integer((Substring((Entered chat string), 7, 10)))) Greater than or equal to 1
            • Then - Actions
              • Camera - Set (Triggering player)'s camera Angle of attack to ((Real((Substring((Entered chat string), 8, 10)))) + 180.00) over 1.00 seconds
            • Else - Actions
              • Game - Display to Saying_Player the text: |c00FF0101Angle Err...
        • Else - Actions
      • -------- Roll --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (String((Substring((Entered chat string), 2, 6))) as Lower case) Equal to roll
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • (Integer((Substring((Entered chat string), 7, 10)))) Greater than or equal to 1
                  • (Integer((Substring((Entered chat string), 7, 10)))) Less than or equal to 360
            • Then - Actions
              • Camera - Set (Triggering player)'s camera Roll to ((Real((Substring((Entered chat string), 7, 10)))) - 1.00) over 1.00 seconds
            • Else - Actions
              • Game - Display to Saying_Player the text: |c00FF0101Roll Erro...
        • Else - Actions
      • -------- Rotate --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (String((Substring((Entered chat string), 2, 8))) as Lower case) Equal to rotate
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • (Integer((Substring((Entered chat string), 9, 12)))) Greater than or equal to 1
                  • (Integer((Substring((Entered chat string), 9, 12)))) Less than or equal to 360
            • Then - Actions
              • Camera - Set (Triggering player)'s camera Rotation to ((Real((Substring((Entered chat string), 9, 12)))) + 89.00) over 1.00 seconds
            • Else - Actions
              • Game - Display to Saying_Player the text: |c00FF0101Rotate Er...
        • Else - Actions
      • -------- Height --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (String((Substring((Entered chat string), 2, 8))) as Lower case) Equal to height
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • And - All (Conditions) are true
                • Conditions
                  • (Integer((Substring((Entered chat string), 9, 12)))) Greater than or equal to -400
                  • (Integer((Substring((Entered chat string), 9, 12)))) Less than or equal to 2000
            • Then - Actions
              • Camera - Set (Triggering player)'s camera Height Offset to ((Real((Substring((Entered chat string), 9, 12)))) + 0.00) over 1.00 seconds
            • Else - Actions
              • Game - Display to Saying_Player the text: |c00FF0101Height Er...
        • Else - Actions
      • -------- Destorys the memory leak --------
      • Custom script: call DestroyForce (udg_Saying_Player)
  • Alliance Commands
    • Events
      • Player - Player 1 (Red) types a chat message containing - as A substring
      • Player - Player 2 (Blue) types a chat message containing - as A substring
      • Player - Player 3 (Teal) types a chat message containing - as A substring
      • Player - Player 4 (Purple) types a chat message containing - as A substring
      • Player - Player 5 (Yellow) types a chat message containing - as A substring
      • Player - Player 6 (Orange) types a chat message containing - as A substring
      • Player - Player 7 (Green) types a chat message containing - as A substring
      • Player - Player 8 (Pink) types a chat message containing - as A substring
      • Player - Player 9 (Gray) types a chat message containing - as A substring
      • Player - Player 10 (Light Blue) types a chat message containing - as A substring
      • Player - Player 11 (Dark Green) types a chat message containing - as A substring
      • Player - Player 12 (Brown) types a chat message containing - as A substring
    • Conditions
    • Actions
      • -------- ----------------------------------------------ALLIANCE---------------------------------------------- --------
      • -------- This finds the rest of the triggering players chat --------
      • 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
              • (Entered chat string) Equal to (-ally + PlayerColor[(Integer A)])
            • Then - Actions
              • Player - Make (Triggering player) treat (Player((Integer A))) as an Ally with shared vision
              • Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of (Player((Integer A))))))
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Entered chat string) Equal to (-truce + PlayerColor[(Integer A)])
            • Then - Actions
              • Player - Make (Triggering player) treat (Player((Integer A))) as an Neutral
              • Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has truced + (Name of (Player((Integer A))))))
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Entered chat string) Equal to (-unally + PlayerColor[(Integer A)])
            • Then - Actions
              • Player - Make (Triggering player) treat (Player((Integer A))) as an Enemy
              • Game - Display to (All players) the text: (((Name of (Triggering player)) + and ) + ((Name of (Player((Integer A)))) + are now at war.))
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Entered chat string) Equal to (-full control + PlayerColor[(Integer A)])
            • Then - Actions
              • Player - Make (Triggering player) treat (Player((Integer A))) as an Ally with shared vision and full shared units
              • Game - Display to (All players) the text: ((Name of (Player((Integer A)))) + ( has full control of + (Name of (Triggering player))))
            • Else - Actions
  • Income Command
    • Events
      • Player - Player 1 (Red) types a chat message containing -income as An exact match
      • Player - Player 2 (Blue) types a chat message containing -income as An exact match
      • Player - Player 3 (Teal) types a chat message containing -income as An exact match
      • Player - Player 4 (Purple) types a chat message containing -income as An exact match
      • Player - Player 5 (Yellow) types a chat message containing -income as An exact match
      • Player - Player 6 (Orange) types a chat message containing -income as An exact match
      • Player - Player 7 (Green) types a chat message containing -income as An exact match
      • Player - Player 8 (Pink) types a chat message containing -income as An exact match
      • Player - Player 9 (Gray) types a chat message containing -income as An exact match
      • Player - Player 10 (Light Blue) types a chat message containing -income as An exact match
      • Player - Player 11 (Dark Green) types a chat message containing -income as An exact match
      • Player - Player 12 (Brown) types a chat message containing -income as An exact match
    • Conditions
    • Actions
      • Set Saying_Player = (Player group((Triggering player)))
      • -------- ----------------------------------------------INCOME---------------------------------------------- --------
      • -------- -------GOLD------- --------
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • -------- Counts the # of Units of The Unit Type --------
          • Set IncomeUnit[(Integer A)] = (Number of units in (Units owned by (Triggering player) of type IncomeUNIT_TYPE[(Integer A)]))
          • -------- # of Units found in IncomeUnit[Integer A] multiplied the Income amount of what is wanted in the trigger Income --------
          • Set IncomeAmount[(Integer A)] = (IncomeUnit[(Integer A)] x IncomeMoney[(Integer A)])
          • -------- Adds the Income Amounts together for a total --------
          • -------- If you have more Income Amounts then just use Arithmatic till you get the Amount you used --------
          • Set IncomeTotal = (IncomeAmount[1] + IncomeAmount[2])
      • -------- -------LUMBER------- --------
      • For each (Integer B) from 3 to 4, do (Actions)
        • Loop - Actions
          • -------- Counts the # of Units of The Unit Type --------
          • Set IncomeUnit[(Integer B)] = (Number of units in (Units owned by (Triggering player) of type IncomeUNIT_TYPE[(Integer B)]))
          • -------- # of Units found in IncomeUnit[Integer B] multiplied the Income amount of what is wanted in the trigger Income --------
          • Set IncomeAmount[(Integer B)] = (IncomeUnit[(Integer B)] x IncomeMoney[(Integer B)])
          • -------- Adds the Income Amounts together for a total --------
          • -------- If you have more Income Amounts then just use Arithmatic till you get the Amount you used --------
          • Set IncomeTotal2 = (IncomeAmount[3] + IncomeAmount[4])
      • -------- Tells the Triggering Player and only them and tells them their Income --------
      • Game - Display to Saying_Player the text: (|cffdaa520Gold Income|r: + (String((Integer((Real(IncomeTotal)))))))
      • Game - Display to Saying_Player the text: (|cff008000Lumber Income|r: + (String((Integer((Real(IncomeTotal2)))))))
      • -------- Destorys the memory leak --------
      • Custom script: call DestroyForce (udg_Saying_Player)
  • Income
    • Events
      • Time - Every 60.00 seconds of game time
    • Conditions
    • Actions
      • -------- ----------------------------------------------INCOME---------------------------------------------- --------
      • -------- Make sure the Event Periodic Timer is the same as your Timer in the Trigger named Timer --------
      • For each (Integer B) from 1 to 2, do (Actions)
        • Loop - Actions
          • -------- The Custom Script makes sure the memory leak is destoryed --------
          • Custom script: set bj_wantDestroyGroup = true
          • -------- Make Sure to select the Unit Type tha you want to use --------
          • Unit Group - Pick every unit in (Units of type IncomeUNIT_TYPE[(Integer B)]) and do (Actions)
            • Loop - Actions
              • Player - Add IncomeMoney[(Integer B)] to (Owner of (Picked unit)) Current gold
      • -------- Note: I Used 2 Integer B actions for Gold and Lumber --------
      • For each (Integer B) from 3 to 4, do (Actions)
        • Loop - Actions
          • -------- The Custom Script makes sure the memory leak is destoryed --------
          • Custom script: set bj_wantDestroyGroup = true
          • -------- Make Sure to select the Unit Type tha you want to use --------
          • Unit Group - Pick every unit in (Units of type IncomeUNIT_TYPE[(Integer B)]) and do (Actions)
            • Loop - Actions
              • Player - Add IncomeMoney[(Integer B)] to (Owner of (Picked unit)) Current lumber
Please Give Credit When used

Thanks to Forgotten_Warlord and James7 for helping me

12/15/09 Update 1
- Fixed the mistakes and improved coding that Forgotten_Warlord and James7 pointed out
12/17/09 Update 2
- Fixed The Alliance Bug(But it increases the size of the trigger :O)
- Added Truce as James7 suggested
- Improved Income Code
- Seperated Commands ( Caused Fatal Errors )
12/29/09 Update 3
- Improved Alliance Command ( like 10x smaller... The bug was that I used player Groups xD...Huge Face Palm )
- Added a Full Control Alliance as ikillforeyou suggested
- Added more Help for people who want to use just Camera or just Alliance Commands and such

Keywords:
camera, ally, unally, alliance, income, money, system, truce, full control, gold, lumber, zoom, strategy, diplomacy
Contents

System Map (Map)

Reviews
23:34, 18th Dec 2009 TriggerHappy: Decent enough.
Ok for every part that you did -ally all you had to do was

  • Text Unally
  • Events
  • Player - Player 1 (Red) types a chat message containing - as A substring
  • Player - Player 2 (Blue) types a chat message containing - as A substring
  • Player - Player 3 (Teal) types a chat message containing - as A substring
  • Player - Player 4 (Purple) types a chat message containing - as A substring
  • Player - Player 5 (Yellow) types a chat message containing - as A substring
  • Player - Player 6 (Orange) types a chat message containing - as A substring
  • Player - Player 7 (Green) types a chat message containing - as A substring
  • Player - Player 8 (Pink) types a chat message containing - as A substring
  • Player - Player 9 (Gray) types a chat message containing - as A substring
  • Player - Player 10 (Light Blue) types a chat message containing - as A substring
  • Player - Player 11 (Dark Green) types a chat message containing - as A substring
  • Player - Player 12 (Brown) types a chat message containing - as A substring
  • Conditions
  • Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Substring((Entered chat string), 1, 5)) Equal to -ally
    • Then - 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
              • Or - Any (Conditions) are true
                • Conditions
                  • (Substring((Entered chat string), 7, (Length of (Entered chat string)))) Equal to (Name of (Player((Integer A))))
                  • (Integer((Substring((Entered chat string), 7, (Length of (Entered chat string)))))) Equal to (Integer A)
                  • (Integer((Substring((Entered chat string), 7, (Length of (Entered chat string)))))) Equal to (Integer(PlayerColor[(Integer A)]))
            • Then - Actions
              • Player - Make (Triggering player) treat (Player((Integer A))) as an Ally with shared vision
              • Player - Make (Player((Integer A))) treat (Triggering player) as an Ally with shared vision
            • Else - Actions
    • Else - Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Substring((Entered chat string), 1, 7)) Equal to -unally
    • Then - 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
              • Or - Any (Conditions) are true
                • Conditions
                  • (Substring((Entered chat string), 9, (Length of (Entered chat string)))) Equal to (Name of (Player((Integer A))))
                  • (Integer((Substring((Entered chat string), 9, (Length of (Entered chat string)))))) Equal to (Integer A)
                  • (Integer((Substring((Entered chat string), 9, (Length of (Entered chat string)))))) Equal to (Integer(PlayerColor[(Integer A)]))
            • Then - Actions
              • Player - Make (Triggering player) treat (Player((Integer A))) as an Enemy
              • Player - Make (Player((Integer A))) treat (Triggering player) as an Enemy
            • Else - Actions
    • Else - Actions
and then instalation

  • Melee Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set PlayerColor[1] = red
      • Set PlayerColor[2] = blue
      • Set PlayerColor[3] = teal
      • Set PlayerColor[4] = purple
      • Set PlayerColor[5] = yellow
      • Set PlayerColor[6] = orange
      • Set PlayerColor[7] = green
      • Set PlayerColor[8] = pink
      • Set PlayerColor[9] = gray
      • Set PlayerColor[10] = light blue


Your income trigger is shit. If I were to tell you how then you wouldn't deserve credit for it. Wallow in your failure.

Post something constructive or don't post at all.
 
Level 7
Joined
Mar 28, 2009
Messages
210
Forgotten_Warlord said:
Ok for every part that you did -ally all you had to do was

  • Text Unally
  • Events
  • Player - Player 1 (Red) types a chat message containing - as A substring
  • Player - Player 2 (Blue) types a chat message containing - as A substring
  • Player - Player 3 (Teal) types a chat message containing - as A substring
  • Player - Player 4 (Purple) types a chat message containing - as A substring
  • Player - Player 5 (Yellow) types a chat message containing - as A substring
  • Player - Player 6 (Orange) types a chat message containing - as A substring
  • Player - Player 7 (Green) types a chat message containing - as A substring
  • Player - Player 8 (Pink) types a chat message containing - as A substring
  • Player - Player 9 (Gray) types a chat message containing - as A substring
  • Player - Player 10 (Light Blue) types a chat message containing - as A substring
  • Player - Player 11 (Dark Green) types a chat message containing - as A substring
  • Player - Player 12 (Brown) types a chat message containing - as A substring
  • Conditions
  • Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Substring((Entered chat string), 1, 5)) Equal to -ally
    • Then - 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
              • Or - Any (Conditions) are true
                • Conditions
                  • (Substring((Entered chat string), 7, (Length of (Entered chat string)))) Equal to (Name of (Player((Integer A))))
                  • (Integer((Substring((Entered chat string), 7, (Length of (Entered chat string)))))) Equal to (Integer A)
                  • (Integer((Substring((Entered chat string), 7, (Length of (Entered chat string)))))) Equal to (Integer(PlayerColor[(Integer A)]))
            • Then - Actions
              • Player - Make (Triggering player) treat (Player((Integer A))) as an Ally with shared vision
              • Player - Make (Player((Integer A))) treat (Triggering player) as an Ally with shared vision
            • Else - Actions
    • Else - Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
      • (Substring((Entered chat string), 1, 7)) Equal to -unally
    • Then - 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
              • Or - Any (Conditions) are true
                • Conditions
                  • (Substring((Entered chat string), 9, (Length of (Entered chat string)))) Equal to (Name of (Player((Integer A))))
                  • (Integer((Substring((Entered chat string), 9, (Length of (Entered chat string)))))) Equal to (Integer A)
                  • (Integer((Substring((Entered chat string), 9, (Length of (Entered chat string)))))) Equal to (Integer(PlayerColor[(Integer A)]))
            • Then - Actions
              • Player - Make (Triggering player) treat (Player((Integer A))) as an Enemy
              • Player - Make (Player((Integer A))) treat (Triggering player) as an Enemy
            • Else - Actions
    • Else - Actions
and then instalation

  • Melee Initialization
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set PlayerColor[1] = red
      • Set PlayerColor[2] = blue
      • Set PlayerColor[3] = teal
      • Set PlayerColor[4] = purple
      • Set PlayerColor[5] = yellow
      • Set PlayerColor[6] = orange
      • Set PlayerColor[7] = green
      • Set PlayerColor[8] = pink
      • Set PlayerColor[9] = gray
      • Set PlayerColor[10] = light blue
Thanks I dont know why I didnt do it...blanked out I guess :smile:

James7 said:
Your income trigger is shit. If I were to tell you how then you wouldn't deserve credit for it. Wallow in your failure.
Well umm I know what I did wrong and I'l update this but did you have to be mean about it?:confused:

{Edit}
Updated now with only 4 triggers - Combined Camera into Alliance and Income Command
Improved Alliance Trigger Coding
Improved Income Coding

@ James7: I hope you have something nice to say now :xxd:
 
Last edited:
Level 7
Joined
Mar 28, 2009
Messages
210
to triggerhappy about the system:

I tried to loop it but was messing up with the messaging( il try again once I get back)

as james7 said these are for a game like that but can be just for income or such

why wouldn't this get approved the hive only has 1 other income system and it isn't for unit group

And why would i make it this? -camzoom ### while it can just be -zoom ###
 
Level 7
Joined
Mar 28, 2009
Messages
210
Okay what you do is set the variable like the unit types and such. and select a number that hasnt been selected ( So Change the Array ). Then select the Building type. Then repat it but with the integer one ( The # for the income *Note; Make sure its the same array as the Building ). Then go to Income Command and Income Trigger and change the Loop for the last array you created. If you dont understand i'l be glad to help you!
 
Level 7
Joined
Mar 28, 2009
Messages
210
I dont understand why it shouldnt work. It's probably because of the updates in the last few months. And I have moved to SC2 Modding so Im sorry when I have time I'll try to fix it but I sense most of WC3 Modding may go to SC2 as Better Editor, ect.
 
Level 4
Joined
Jul 20, 2011
Messages
77
can you make it so if you ally someone then they will receive a yes/no dialog. if they select yes then they will both be allies, if they say no then they will remain how they were?
 
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