function Combat_Create takes integer count, integer unitId, player whichPlayer, playercolor whichColor, rect regionDrop, rect regionDest returns nothing
local group whichGroup
set bj_forLoopAIndex = 1
set bj_forLoopAIndexEnd = count
set whichGroup = CreateGroup()
loop
exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
if ( udg_CinematicSkip == false ) then
call DoNothing( )
else
return
endif
call CreateNUnitsAtLoc( 1, unitId, whichPlayer, GetRectCenter(regionDrop), bj_UNIT_FACING )
call SetUnitColor( GetLastCreatedUnit(), whichColor )
call GroupAddUnitSimple( GetLastCreatedUnit(), whichGroup )
call SetUnitMoveSpeed( GetLastCreatedUnit(), 260.00 )
call SetUnitLifePercentBJ( GetLastCreatedUnit(), 1.00 )
set bj_forLoopAIndex = bj_forLoopAIndex + 1
endloop
if ( udg_CinematicSkip == false ) then
call DoNothing( )
else
return
endif
call GroupPointOrderLocBJ( whichGroup, "attack", GetRectCenter(regionDest) )
call DestroyGroup( whichGroup )
endfunction
function Combat_Side1 takes integer unitId1, integer unitId2, integer min1, integer max1, integer min2, integer max2 returns nothing
local player whichPlayer
local playercolor whichColor
local rect regionDrop
local rect regionDest
set whichPlayer = Player(2)
set whichColor = GetPlayerColor(Player(1))
// END
set regionDrop = gg_rct_Combat_Side_1A
set regionDest = gg_rct_Combat_Side_2A
call Combat_Create( GetRandomInt(min1, max1), unitId1, whichPlayer, whichColor, regionDrop, regionDest )
call PolledWait( 0.50 )
if ( udg_CinematicSkip != false ) then
return
endif
// MIDDLE
set regionDrop = gg_rct_Combat_Side_1B
set regionDest = gg_rct_Combat_Side_2B
call Combat_Create( GetRandomInt(min1, max1), unitId1, whichPlayer, whichColor, regionDrop, regionDest )
call Combat_Create( GetRandomInt(min2, max2), unitId2, whichPlayer, whichColor, regionDrop, regionDest )
call PolledWait( 0.50 )
if ( udg_CinematicSkip != false ) then
return
endif
// MIDDLE
set regionDrop = gg_rct_Combat_Side_1C
set regionDest = gg_rct_Combat_Side_2C
call Combat_Create( GetRandomInt(min1, max1), unitId1, whichPlayer, whichColor, regionDrop, regionDest )
call Combat_Create( GetRandomInt(min2, max2), unitId2, whichPlayer, whichColor, regionDrop, regionDest )
call PolledWait( 0.50 )
if ( udg_CinematicSkip != false ) then
return
endif
// END
set regionDrop = gg_rct_Combat_Side_1D
set regionDest = gg_rct_Combat_Side_2D
call Combat_Create( GetRandomInt(min1, max1), unitId1, whichPlayer, whichColor, regionDrop, regionDest )
call PolledWait( 0.50 )
if ( udg_CinematicSkip != false ) then
return
endif
endfunction
function Combat_Side2 takes integer unitId1, integer unitId2, integer min1, integer max1, integer min2, integer max2 returns nothing
local player whichPlayer
local playercolor whichColor
local rect regionDrop
local rect regionDest
set whichPlayer = Player(3)
set whichColor = GetPlayerColor(Player(0))
// END
set regionDrop = gg_rct_Combat_Side_2A
set regionDest = gg_rct_Combat_Side_1A
call Combat_Create( GetRandomInt(min1, max1), unitId1, whichPlayer, whichColor, regionDrop, regionDest )
call PolledWait( 0.50 )
if ( udg_CinematicSkip != false ) then
return
endif
// MIDDLE
set regionDrop = gg_rct_Combat_Side_2B
set regionDest = gg_rct_Combat_Side_1B
call Combat_Create( GetRandomInt(min1, max1), unitId1, whichPlayer, whichColor, regionDrop, regionDest )
call Combat_Create( GetRandomInt(min2, max2), unitId2, whichPlayer, whichColor, regionDrop, regionDest )
call PolledWait( 0.50 )
if ( udg_CinematicSkip != false ) then
return
endif
// MIDDLE
set regionDrop = gg_rct_Combat_Side_2C
set regionDest = gg_rct_Combat_Side_1C
call Combat_Create( GetRandomInt(min1, max1), unitId1, whichPlayer, whichColor, regionDrop, regionDest )
call Combat_Create( GetRandomInt(min2, max2), unitId2, whichPlayer, whichColor, regionDrop, regionDest )
call PolledWait( 0.50 )
if ( udg_CinematicSkip != false ) then
return
endif
// END
set regionDrop = gg_rct_Combat_Side_2D
set regionDest = gg_rct_Combat_Side_1D
call Combat_Create( GetRandomInt(min1, max1), unitId1, whichPlayer, whichColor, regionDrop, regionDest )
call PolledWait( 0.50 )
if ( udg_CinematicSkip != false ) then
return
endif
endfunction
function Sheep_Drop takes rect whichRect returns nothing
local effect sheep
local effect xplode
set sheep = AddSpecialEffectLocBJ( GetRectCenter(whichRect), "Abilities\\Spells\\Human\\Polymorph\\PolyMorphFallingSheepArt.mdl" )
call PolledWait( 1.50 )
if ( udg_CinematicSkip != false ) then
return
endif
call DestroyEffectBJ( sheep )
set xplode = AddSpecialEffectLocBJ( GetRectCenter(whichRect), "Abilities\\Weapons\\SteamTank\\SteamTankImpact.mdl" )
call PolledWait( 1.00 )
if ( udg_CinematicSkip != false ) then
return
endif
call DestroyEffectBJ( xplode )
endfunction
Name | Type | is_array | initial_value |
ArthasPaused | boolean | No | |
BlueFireLeft | effect | No | |
BlueFireRight | effect | No | |
BoltFireLeft | boolean | No | |
BoltFireRight | boolean | No | |
BoltLeft | effect | No | |
BoltRight | effect | No | |
Bomber | unit | No | |
Cairne | unit | No | |
CameraDelay | real | No | |
CameraDelayMax | real | No | 10.00 |
CameraDelayMin | real | No | 6.00 |
CinematicSkip | boolean | No | |
CombatColor | playercolor | Yes | |
CombatCount | integer | Yes | |
CombatDest | rect | Yes | |
CombatDrop | rect | Yes | |
CombatFinished | boolean | Yes | |
CombatGroup | group | Yes | |
CombatPaused | boolean | No | |
CombatPlayer | player | Yes | |
CombatType | unitcode | Yes | |
CombatTypeHero | unitcode | Yes | |
DefensePause | boolean | No | |
Grom | unit | No | |
HealTimer | timer | No | |
Hostile | player | No | Player03 |
LastEffect | effect | No | |
Meteor1 | effect | No | |
Meteor2 | effect | No | |
Meteor3 | effect | No | |
Meteor4 | effect | No | |
Peons | group | No | |
Rokhan | unit | No | |
ShamanBolt | effect | No | |
ShamanPoof | effect | No | |
ShowArthas | boolean | No | true |
ShowCombat | boolean | No | true |
ShowPeonDefense | boolean | No | true |
SkeletalBirthGroup1 | group | No | |
SkeletalBirthGroup2 | group | No | |
SkeletalBirthGroup3 | group | No | |
SkeletonPortalGroup | group | No | |
SkeletonStartGroup | group | No | |
SpawnCount | integer | No | |
SpawnDest | rect | No | |
SpawnFinished | boolean | No | |
SpawnGroup | group | No | |
SpawnLoop | integer | No | |
SpawnRegion | rect | No | |
SpawnType | unitcode | No | |
StormEarthAndFire | unit | No | |
StrafeADone | boolean | No | |
StrafeBDone | boolean | No | |
Thrall | unit | No | |
UseCameras | boolean | No | true |
Viewer | player | No | Player02 |