- Joined
- Mar 2, 2010
- Messages
- 3,069
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Autocast

Events


Time - Every 0.08 seconds of game time

Conditions

Actions


Set Temp_Group = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Obelisk))


Unit Group - Pick every unit in Temp_Group and do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Mana of (Picked unit)) Equal to 10.00





Then - Actions






Wait 60.00 seconds






Unit - Order (Picked unit) to Undead Obsidian Statue - Activate Spirit Touch






Unit - Order (Picked unit) to Undead Obsidian Statue - Spirit Touch





Else - Actions


Custom script: call DestroyGroup (udg_Temp_Group)
Actions

Set Arrayer = 0

For each (Integer Debug) from 1 to 6, do (Actions)


Loop - Actions



Set Arrayer = (Arrayer + 1)



Set Temp_Player_Group = (All players)



Player Group - Remove (Player(6)) from Temp_Player_Group



Player Group - Remove (Player(Arrayer)) from Temp_Player_Group



Set Temp_Group = (Units in (Playable map area) matching (((Owner of (Matching unit)) Not equal to (Player(Arrayer))) and ((((Matching unit) is A structure) Equal to False) and ((((Matching unit) is alive) Equal to True) and ((Owner of (Matching unit)) Not equal to Player 6 (O



If (All Conditions are True) then do (Then Actions) else do (Else Actions)




If - Conditions





(Number of units in Temp_Group) Equal to 0




Then - Actions





Game - Victory (Player(Arrayer)) (Show dialogs, Show scores)





Game - Victory (Player(6)) (Show dialogs, Show scores)





Player Group - Pick every player in Temp_Player_Group and do (Actions)






Loop - Actions







Game - Defeat (Picked player) with the message: Defeat!




Else - Actions



Custom script: call DestroyGroup (udg_Temp_Group)
i dont believe so but you are welcome to check the map to make sure. (the best way to find issues is to open the map after all.)
Custom script: call RemoveLocation(udg_LocationOfCaster)
Custom script: set udg_LocationOfCaster = null
Found it:
Autocast
Events
Time - Every 0.08 seconds of game time
Conditions
Actions
Set Temp_Group = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Obelisk))
Unit Group - Pick every unit in Temp_Group and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mana of (Picked unit)) Equal to 10.00
Then - Actions
Wait 60.00 seconds
Unit - Order (Picked unit) to Undead Obsidian Statue - Activate Spirit Touch
Unit - Order (Picked unit) to Undead Obsidian Statue - Spirit Touch
Else - Actions
Custom script: call DestroyGroup (udg_Temp_Group)
Hes destroying a group that is (Playable map area)
That is not the issue
You can safely destroy a group, he is not destroying Playable map area.
Waits should not be used in unit group picks they do not work properly.
players can take control of other player`s blood forges by moving units within range but that doesnt always work, please help me out.
Conditions

Or


Owner of (Bloof forge 0012<gen>) is unused


Owner of (Bloof forge 0012<gen>) has left the game
If (True Equal to True) then do (Do nothing) else do (Do nothing)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)

If - Conditions

Then - Actions

Else - Actions
This will still be my best guess for the problem. Although I am not certain. Did the whole entire game close down for them, or did it just kick the player strait back to the "Local Area Network" area?...
The way you coded it could the the cause as there is a lot of instance-able action going on that some of the other players computers can't handle.
|
|
|
Int

Events


Map initialization

Conditions

Actions


-------- ====================================== --------


-------- --------


-------- Fountains are set for an integer to Massivly shorten (Trigger: Next to Blood Forge) --------


-------- --------


-------- ====================================== --------


Set New_FountainOwners[1] = Blood Forge players 0019 <gen>


Set New_FountainOwners[2] = Blood Forge players 0024 <gen>


Set New_FountainOwners[3] = Blood Forge players 0008 <gen>


Set New_FountainOwners[4] = Blood Forge players 0013 <gen>


Set New_FountainOwners[5] = Blood Forge players 0012 <gen>


Set New_FountainOwners[6] = Super Blood Forge game master 0058 <gen>


Set New_FountainOwners[7] = Blood Forge players 0009 <gen>


Set New_FountainOwners[8] = Blood Forge players 0018 <gen>


-------- You are a pain for using player ten and not 9. Seriously? --------


Set New_FountainOwners[10] = Blood Forge players 0020 <gen>


-------- ====================================== --------


-------- --------


-------- Fountains regions are set for an integer to Massivly shorten (Trigger: Next to Blood Forge) --------


-------- --------


-------- ====================================== --------


Set New_Fountain_Rect[1] = red player blood forge <gen>


Set New_Fountain_Rect[2] = blue player blood forge <gen>


Set New_Fountain_Rect[3] = teal bloodforge <gen>


Set New_Fountain_Rect[4] = purple player blood forge <gen>


Set New_Fountain_Rect[5] = yellow player blood forge <gen>


Set New_Fountain_Rect[6] = game master blood forge <gen>


Set New_Fountain_Rect[7] = green bloodforge <gen>


Set New_Fountain_Rect[8] = pink bloodforge <gen>


-------- *Raises fist in anger* --------


Set New_Fountain_Rect[10] = light blue bloodforge <gen>


-------- ====================================== --------


-------- --------


-------- These are here because you remove so many abilities. --------


-------- & --------


-------- These are to run conditions to only run the ones the unit has that you are trying to remove --------


-------- --------


-------- ====================================== --------


-------- You are Missing: Wraith Form --------


-------- You are Missing: Wraith New Form --------


-------- You are Missing: Wizard Form --------


-------- You are Missing: Druid Form --------


-------- You are Missing: Gargoyle Form --------


-------- You are Missing: Gargoyle New Form --------


-------- You are Missing: Ghoul New Form --------


-------- You are Missing: Gnome New Form --------


-------- You are Missing: Griffin New Form --------


-------- You are Missing: Paladin New Form --------


-------- You are Missing: Ranger Form --------


Set New_Transformation_Abilities[1] = transform into zombie new org


Set New_Transformation_Abilities[2] = transform into wyrm new


Set New_Transformation_Abilities[3] = transform into wraith new 2


Set New_Transformation_Abilities[4] = transform into wizard new


Set New_Transformation_Abilities[5] = transform into warrior new


Set New_Transformation_Abilities[6] = transform into stone golem new


Set New_Transformation_Abilities[7] = transform into stone golem


Set New_Transformation_Abilities[8] = transform into ranger new 2


Set New_Transformation_Abilities[9] = transform into paladin destroyer form


Set New_Transformation_Abilities[10] = transform into nymph


Set New_Transformation_Abilities[11] = transform into griffin new 2


Set New_Transformation_Abilities[12] = transform into gnome new two


Set New_Transformation_Abilities[13] = transform into ghoul new 2


Set New_Transformation_Abilities[14] = transform into gargoyle new 2


Set New_Transformation_Abilities[15] = transform into fury new


Set New_Transformation_Abilities[16] = transform into druid new


Set New_Transformation_Abilities[17] = transform into cleric new


-------- ====================================== --------


-------- --------


-------- Abiltities pre-set like this allows me to shorten blinding walls of triggers --------


-------- --------


-------- ====================================== --------
Leaves Mystical Site

Events


Unit - A unit leaves site 1 <gen>


Unit - A unit leaves site 3 <gen>


Unit - A unit leaves site 2 <gen>


Unit - A unit leaves site 5 <gen>


Unit - A unit leaves site 4 <gen>


Unit - A unit leaves site 6 <gen>


Unit - A unit leaves site 7 <gen>


Unit - A unit leaves site 8 <gen>


Unit - A unit leaves site 9 <gen>


Unit - A unit leaves site 10 <gen>


Unit - A unit leaves site 11 <gen>


Unit - A unit leaves site 12 <gen>


Unit - A unit leaves site 13 <gen>


Unit - A unit leaves site 14 <gen>


Unit - A unit leaves site 15 <gen>


Unit - A unit leaves site 16 <gen>


Unit - A unit leaves site 17 <gen>


Unit - A unit leaves site 18 <gen>


Unit - A unit leaves site 19 <gen>


Unit - A unit leaves site 20 <gen>


Unit - A unit leaves site 21 <gen>


Unit - A unit leaves site 22 <gen>


Unit - A unit leaves site 23 <gen>


Unit - A unit leaves site 24 <gen>


Unit - A unit leaves site 25 <gen>

Conditions

Actions


-------- This is all new, so you can see just how much is being improved. --------


Set New_TempUnit1 = (Triggering unit)


For each (Integer New_LoopC) from 1 to 17, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Level of New_Transformation_Abilities[New_LoopC] for New_TempUnit1) Greater than or equal to 1





Then - Actions






Unit - Remove New_Transformation_Abilities[New_LoopC] from New_TempUnit1





Else - Actions


Custom script: set udg_New_TempUnit1 = null
Unit Comes Near Blood Forge

Events


Unit - A unit comes within 200.00 of Blood Forge players 0019 <gen>


Unit - A unit comes within 200.00 of Blood Forge players 0012 <gen>


Unit - A unit comes within 200.00 of Blood Forge players 0013 <gen>


Unit - A unit comes within 200.00 of Blood Forge players 0024 <gen>


Unit - A unit comes within 200.00 of Super Blood Forge game master 0058 <gen>


Unit - A unit comes within 200.00 of Blood Forge players 0008 <gen>


Unit - A unit comes within 200.00 of Blood Forge players 0009 <gen>


Unit - A unit comes within 200.00 of Blood Forge players 0020 <gen>

Conditions

Actions


-------- This Replaces all of the Turned off Triggers Below --------


Set New_TempUnit2 = (Triggering unit)


For each (Integer New_LoopA) from 1 to 10, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






New_LoopA Not equal to 9






(Unit-type of New_TempUnit2) Not equal to Basal Golem created from blood forge






(Owner of New_FountainOwners[New_LoopA]) Equal to (Owner of New_TempUnit2)






(New_Fountain_Rect[New_LoopA] contains New_TempUnit2) Equal to True





Then - Actions






Unit - Add transform into basal golem new to New_TempUnit2





Else - Actions


Custom script: set udg_New_TempUnit2 = null
Unit Leaves Blood Forge

Events


Unit - A unit leaves red player blood forge <gen>


Unit - A unit leaves blue player blood forge <gen>


Unit - A unit leaves purple player blood forge <gen>


Unit - A unit leaves yellow player blood forge <gen>


Unit - A unit leaves game master blood forge <gen>


Unit - A unit leaves teal bloodforge <gen>


Unit - A unit leaves green bloodforge <gen>


Unit - A unit leaves pink bloodforge <gen>


Unit - A unit leaves light blue bloodforge <gen>

Conditions

Actions


Set New_TempUnit3 = (Triggering unit)


For each (Integer New_LoopB) from 1 to 10, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






New_LoopB Not equal to 9






(Unit-type of New_TempUnit3) Not equal to Basal Golem created from blood forge






(Owner of New_FountainOwners[New_LoopB]) Equal to (Owner of New_TempUnit3)





Then - Actions






Unit - Remove transform into basal golem new from New_TempUnit3





Else - Actions


Custom script: set udg_New_TempUnit3 = null
Or - Any (Conditions) are true

Conditions


And - All (Conditions) are true



Conditions


And - All (Conditions) are true



Conditions


And - All (Conditions) are true



Conditions


And - All (Conditions) are true



Conditions


And - All (Conditions) are true



Conditions
For each (Integer New_LoopB) from 1 to 10, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
New_LoopB Not equal to 9
(Unit-type of (Triggering unit)) Not equal to Basal Golem created from blood forge
(Owner of New_FountainOwners[New_LoopA]) Equal to (Owner of (Triggering unit))
for this one Improved Unit Comes in range of Blood Pool
first dont use entering unit instead use triggering unit.
next u should store unit type of triggering unit into an integer variable and compare it to that.
same with owner of triggering unit. store that into a variable.
u could also store triggering unit into a variable.
for ur conditions u can use one big conditions block rather than making many ITEs.
just use it like this.if u dont decide to do this then remove all of the ands in the conditions u dont need these.
Or - Any (Conditions) are true
Conditions
And - All (Conditions) are true
Conditions
And - All (Conditions) are true
Conditions
And - All (Conditions) are true
Conditions
And - All (Conditions) are true
Conditions
And - All (Conditions) are true
Conditions
umm i hope ull see the thing u did wrong here.
if u didnt look at the integers u use.
For each (Integer New_LoopB) from 1 to 10, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
New_LoopB Not equal to 9
(Unit-type of (Triggering unit)) Not equal to Basal Golem created from blood forge
(Owner of New_FountainOwners[New_LoopA]) Equal to (Owner of (Triggering unit))
also u use triggering unit 3 times so u should store it into a variable and use that.
