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Trigger Viewer

TravelToLJS.w3x
Variables
Variables
ItensMonsters
Untitled Trigger 001
Untitled Trigger 002
Untitled Trigger 003
Untitled Trigger 004
Untitled Trigger 002 Copy
Untitled Trigger 005
Untitled Trigger 005 Copy
Untitled Trigger 007
Buildings
Untitled Trigger 006
Defeat
victory
granary123
Quests
Untitled Trigger 009
Untitled Trigger 009 Copy 2
TownSpoted
IA City
CountDown
HallSpwan1
HallSpwan2
HallSpwan3
HallSpwan4
---------------------------
KeepSpawn 1
KeepSpawn2
KeepSpawn3
---------------------------
castle1
castle2
---------------------------
peansants
spawnToExit
Untitled Trigger 010 Copy 3
Untitled Trigger 010 Copy 3 Copy
Untitled Trigger 010
Untitled Trigger 010 Copy 2 Copy
Untitled Trigger 010 Copy 2 Copy Copy
Untitled Trigger 010 Copy 2 Copy Copy Copy
Untitled Trigger 010 Copy 2 Copy Copy Copy 2
Untitled Trigger 010 Copy 2 Copy 2 Copy Copy
---------------------------
IA del livello corrente
Income
Variables
IncomeGranary
IncomeMill
periodicTime
GranaryDestroyed
MillDestroyed
ResearchSwordMan
Village management
Protect the town
Create Grunt o Lancieri
MoveTroops
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.

		
Name Type Is Array Initial Value
AleatorioNumero integer No
Armytrained integer No
AtaqueSP1 integer No
CaslteTime1 timer No
CastleTime2 timer No
ConstructedTownHall unitcode No
IncomeGoldGR real No
IncomeMILL group No
IncomeTime timer No
KeepTime1 timer No
KeepTime2 timer No
keeptime3 timer No
Peontrained unit No
TimeRepeating timer No
TimeWave timer No
TimeWave2 timer No
TimeWave3 timer No
waverithim integer No
Untitled Trigger 001
  Events
    Unit - A unit enters ATTACK1 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Unit Group - Order (Units in Bandits1 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of ATTACK1 <gen>)
Untitled Trigger 002
  Events
    Unit - Assassin 0040 <gen> Dies
  Conditions
  Actions
    Wait 5.00 seconds
    Game - Display to (All players) the text: Rifleman: Tank you for rescuing us. Can we join in your fight?
    Unit - Create 2.Rifleman for Player 1 (Red) at (Center of RiflesReinforcments <gen>) facing Default building facing degrees
    Unit - Create 1.Blood Mage for Player 1 (Red) at (Center of RiflesReinforcments <gen>) facing Default building facing degrees
Untitled Trigger 003
  Events
    Unit - Rogue Wizard 0023 <gen> Dies
  Conditions
  Actions
    Unit - Create 10.Zombie for Player 9 (Gray) at (Center of AtackZone <gen>) facing Default building facing degrees
    Wait 2 seconds
Untitled Trigger 004
  Events
    Unit - A unit enters AtackZone <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 9 (Gray)
  Actions
    Unit Group - Order (Units in AtackZone <gen>) to Attack-Move To.(Center of JoinAtackZone <gen>)
    Wait 2 seconds
    Unit Group - Order (Units in AtackZone <gen>) to Attack-Move To.(Center of JoinAtackZone <gen>)
    Wait 2 seconds
    Unit Group - Order (Units in AtackZone <gen>) to Attack-Move To.(Center of JoinAtackZone <gen>)
    Wait 2 seconds
    Unit Group - Order (Units in AtackZone <gen>) to Attack-Move To.(Center of JoinAtackZone <gen>)
Untitled Trigger 002 Copy
  Events
    Unit - Zombie 0072 <gen> Dies
  Conditions
  Actions
    Wait 3.00 seconds
    Unit - Create 5.Brigand for Player 9 (Gray) at (Center of Region_005 <gen>) facing Default building facing degrees
Untitled Trigger 005
  Events
    Player - Player 1 (Red) types a chat message containing -zoom 200 (stringnoformat) as An exact match
  Conditions
  Actions
    Camera - Set Player 1 (Red)'s camera Distance to target to 2000.00 over 2.00 seconds
Untitled Trigger 005 Copy
  Events
    Player - Player 1 (Red) types a chat message containing -zoom 250 (stringnoformat) as An exact match
  Conditions
  Actions
    Camera - Set Player 1 (Red)'s camera Distance to target to 2500.00 over 2.00 seconds
Untitled Trigger 007
  Events
    Map initialization
  Conditions
  Actions
    Player - Set Player 1 (Red).Current gold to 480
    Player - Set Player 1 (Red).Current lumber to 300
Untitled Trigger 006
  Events
    Unit - A unit Begins construction
  Conditions
    (buildingzone <gen> contains (Position of (Constructing structure))) Equal to False
    (Unit-type of (Triggering unit)) Equal to Town Hall
  Actions
    Wait 2 seconds
    Unit - Kill (Triggering unit)
    Player - Add 385 to Player 1 (Red).Current gold
    Player - Add 205 to Player 1 (Red).Current lumber
Defeat
  Events
    Unit - Paladin 0143 <gen> Dies
  Conditions
  Actions
    Wait 1.00 seconds
    Game - Display to (All players) the text: Garrick has fallen!
    Wait 2 seconds
    Game - Defeat Player 1 (Red) with the message: Defeat!
victory
  Events
    Time - Every 10.00 seconds of game time
  Conditions
    (Number of living Castle units owned by Player 1 (Red)) Greater than or equal to 1
  Actions
    Wait 145.00 seconds
    Game - Display to (All players) the text: The city has been rebuilded!
    Wait 5.00 seconds
    Game - Victory Player 1 (Red) (Show dialogs, Show scores)
granary123
  Events
    Unit - A unit owned by Player 1 (Red).Begins construction
  Conditions
    (Unit-type of (Constructing structure)) Equal to Granary
    (granary1 <gen> contains (Position of (Constructing structure))) Equal to False
    (granary2 <gen> contains (Position of (Constructing structure))) Equal to False
    (granary3 <gen> contains (Position of (Constructing structure))) Equal to False
  Actions
    Wait 1.00 seconds
    Game - Display to (All players) the text: -- Build Granary in fenced areas --
    Unit - Remove (Triggering unit) from the game
    Player - Add 100 to Player 1 (Red).Current gold
    Player - Add 50 to Player 1 (Red).Current lumber
Untitled Trigger 009
  Events
    Map initialization
  Conditions
  Actions
    Wait 3.00 seconds
    Quest - Display to (All players) the Quest Update message: -Find the city of Benjel.-Garrick must survive.
    Quest - Create a Required quest titled Find the town with the description - Find the town of Benjel- Garrick must survive, using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
Untitled Trigger 009 Copy 2
  Events
    Unit - A unit enters QuestUptadet <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Quest - Change the title of (Last created quest) to Build a Great Town
    Quest - Change the description of (Last created quest) to - Build a Castle.- Defend the city against the bandit´s attacks.
    Quest - Display to (All players) the Quest Update message: - Build a castle.- Defend against attacks.
    Trigger - Turn off (This trigger)
TownSpoted
  Events
    Unit - A unit enters North111 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Game - Display to (All players) the text: The city is up ahead.
    Cinematic - Ping minimap for (All players) at (Center of buildingzone <gen>) for 12.00 seconds
    Trigger - Turn off (This trigger)
CountDown
  Events
    Unit - A unit enters QuestUptadet <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Countdown Timer - Start TimeWave as a One-shot timer that will expire in 280.00 seconds
    Countdown Timer - Start TimeRepeating as a Repeating timer that will expire in 140.00 seconds
    Trigger - Turn off (This trigger)
    Trigger - Turn on HallSpwan1 <gen>
    Wait 1.00 seconds
    Unit - Change ownership of Town Hall 0001 <gen> to Player 1 (Red) and Change color
    Wait 1.00 seconds
    Unit - Change ownership of Scout Tower 0142 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of House 0195 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of House 0194 <gen> to Player 1 (Red) and Change color
    Wait 1.00 seconds
    Unit - Change ownership of House 0086 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Scout Tower 0035 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Scout Tower 0144 <gen> to Player 1 (Red) and Change color
    Wait 1.00 seconds
    Unit - Change ownership of Knight 0189 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Knight 0188 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Rifleman 0185 <gen> to Player 1 (Red) and Change color
    Wait 1.00 seconds
    Unit - Change ownership of Rifleman 0080 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Peasant 0087 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Peasant 0126 <gen> to Player 1 (Red) and Change color
    Wait 1.00 seconds
    Unit - Change ownership of Peasant 0171 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Peasant 0172 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of House 0145 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of House 0017 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Barracks 0025 <gen> to Player 1 (Red) and Change color
HallSpwan1
  Events
    Time - TimeRepeating expires
  Conditions
    (Number of living House units owned by Player 1 (Red)) Greater than or equal to 1
  Actions
    Unit - Create 6.Bandit for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Unit - Create 6.Brigand for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
HallSpwan2
  Events
    Time - TimeWave expires
  Conditions
  Actions
    Unit - Create 5.Apprentice Wizard for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Unit - Create 5.Bandit for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Unit - Create 5.Brigand for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Countdown Timer - Start TimeWave2 as a One-shot timer that will expire in 140.00 seconds
HallSpwan3
  Events
    Time - TimeWave2 expires
  Conditions
  Actions
    Unit - Create 5.Apprentice Wizard for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Unit - Create 5.Brigand for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Unit - Create 8.Bandit for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Countdown Timer - Start TimeWave3 as a One-shot timer that will expire in 140.00 seconds
HallSpwan4
  Events
    Time - TimeWave3 expires
  Conditions
  Actions
    Unit - Create 4.Apprentice Wizard for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Unit - Create 6.Brigand for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Unit - Create 6.Bandit for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Countdown Timer - Start KeepTime1 as a One-shot timer that will expire in 140.00 seconds
KeepSpawn 1
  Events
    Time - KeepTime1 expires
  Conditions
  Actions
    Unit - Create 6.Apprentice Wizard for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Unit - Create 6.Brigand for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Unit - Create 6.Bandit for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Countdown Timer - Start KeepTime2 as a One-shot timer that will expire in 80.00 seconds
KeepSpawn2
  Events
    Time - KeepTime2 expires
  Conditions
  Actions
    Unit - Create 6.Bandit Lord for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Unit - Create 6.Rogue Wizard for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Countdown Timer - Start keeptime3 as a One-shot timer that will expire in 100.00 seconds
KeepSpawn3
  Events
    Time - keeptime3 expires
  Conditions
  Actions
    Unit - Create 6.Apprentice Wizard for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Unit - Create 8.Bandit for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Unit - Create 8.Brigand for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Countdown Timer - Start CaslteTime1 as a One-shot timer that will expire in 80.00 seconds
castle1
  Events
    Time - CaslteTime1 expires
  Conditions
  Actions
    Unit - Create 6.Apprentice Wizard for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Unit - Create 6.Brigand for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Unit - Create 6.Bandit for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Countdown Timer - Start CastleTime2 as a One-shot timer that will expire in 50.00 seconds
castle2
  Events
    Time - CastleTime2 expires
  Conditions
  Actions
    Unit - Create 6.Bandit Lord for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Unit - Create 6.Brigand for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Unit - Create 6.Bandit for Player 9 (Gray) at (Center of sp3 <gen>) facing Default building facing degrees
    Countdown Timer - Start KeepTime1 as a One-shot timer that will expire in 100.00 seconds
peansants
  Events
    Unit - A unit owned by Player 1 (Red).Finishes construction
  Conditions
  Actions
    Unit - Order Town Hall 0090 <gen> to train/upgrade to a Peasant
    Set VariableSet Peontrained = (Last created unit)
    Unit - Order Peasant 0168 <gen> to Harvest.Village Tree Wall 2705 <gen>
    Unit - Order Peasant 0167 <gen> to Harvest.Village Tree Wall 2723 <gen>
    Unit - Order Peasant 0169 <gen> to Right-Click.Gold Mine 0170 <gen>
    Unit - Order Peontrained to Right-Click.Gold Mine 0170 <gen>
spawnToExit
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Unit Group - Order (Units in sp3 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of exit <gen>)
    Unit Group - Order (Units in sp1 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of exit <gen>)
    Unit Group - Order (Units in sp2 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of exit <gen>)
    Wait 2.00 seconds
    Unit Group - Order (Units in sp3 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of exit <gen>)
    Unit Group - Order (Units in sp1 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of exit <gen>)
    Unit Group - Order (Units in sp2 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of exit <gen>)
Untitled Trigger 010 Copy 3
  Events
    Time - Every 10.00 seconds of game time
  Conditions
    (Random integer number between 1 and 3) Equal to 1
  Actions
    Unit Group - Order (Units in exit <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of exitNorth1 <gen>)
    Wait 2 seconds
    Unit Group - Order (Units in exit <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of exitNorth1 <gen>)
Untitled Trigger 010 Copy 3 Copy
  Events
    Time - Every 10.00 seconds of game time
  Conditions
    (Random integer number between 1 and 3) Equal to 2
  Actions
    Unit Group - Order (Units in exit <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of Mid2 <gen>)
    Wait 2 seconds
    Unit Group - Order (Units in exit <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of Mid2 <gen>)
Untitled Trigger 010
  Events
    Time - Every 10.00 seconds of game time
  Conditions
    (Random integer number between 1 and 3) Equal to 3
  Actions
    Unit Group - Order (Units in exit <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of ExitSouth3 <gen>)
    Wait 2 seconds
    Unit Group - Order (Units in exit <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of ExitSouth3 <gen>)
Untitled Trigger 010 Copy 2 Copy
  Events
    Unit - A unit enters exitNorth1 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 9 (Gray)
  Actions
    Unit Group - Order (Units in exitNorth1 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of Northpath11 <gen>)
    Wait 2 seconds
    Unit Group - Order (Units in exitNorth1 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of Northpath11 <gen>)
Untitled Trigger 010 Copy 2 Copy Copy
  Events
    Unit - A unit enters Northpath11 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 9 (Gray)
  Actions
    Unit Group - Order (Units in Northpath11 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of North111 <gen>)
    Wait 2 seconds
    Unit Group - Order (Units in Northpath11 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of North111 <gen>)
Untitled Trigger 010 Copy 2 Copy Copy Copy
  Events
    Unit - A unit enters Mid2 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 9 (Gray)
  Actions
    Unit Group - Order (Units in Mid2 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of MiddlePath222 <gen>)
    Wait 2 seconds
    Unit Group - Order (Units in Mid2 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of MiddlePath222 <gen>)
Untitled Trigger 010 Copy 2 Copy Copy Copy 2
  Events
    Unit - A unit enters ExitSouth3 <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 9 (Gray)
  Actions
    Unit Group - Order (Units in ExitSouth3 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of southPath33 <gen>)
    Wait 2 seconds
    Unit Group - Order (Units in ExitSouth3 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of southPath33 <gen>)
Untitled Trigger 010 Copy 2 Copy 2 Copy Copy
  Events
    Time - Every 7.00 seconds of game time
  Conditions
  Actions
    Unit Group - Order (Units in North111 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of buildingzone <gen>)
    Unit Group - Order (Units in MiddlePath222 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of buildingzone <gen>)
    Unit Group - Order (Units in southPath33 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of buildingzone <gen>)
Variables
  Events
    Map initialization
  Conditions
  Actions
    Wait 1.00 seconds
    Set VariableSet IncomeGoldGR = 0.00
IncomeGranary
  Events
    Unit - A unit owned by Player 1 (Red).Finishes construction
  Conditions
    (Unit-type of (Constructed structure)) Equal to Granary
  Actions
    Game - Display to (All players) the text: Income Upgraded
    Set VariableSet IncomeGoldGR = (IncomeGoldGR + 20.00)
IncomeMill
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to Mill
  Actions
    Wait 30.00 seconds
    Game - Display to (All players) the text: Income Upgraded
periodicTime
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    Set VariableSet IncomeMILL = (Units of type Mill)
    Unit Group - Pick every unit in IncomeMILL and do (Actions)
      Loop - Actions
        Player - Add 10 to Player 1 (Red).Current gold
    Unit Group - Remove all units from IncomeMILL.
    Player - Add (Integer(IncomeGoldGR)) to Player 1 (Red).Current gold
GranaryDestroyed
  Events
    Unit - A unit owned by Player 1 (Red).Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Granary
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Set VariableSet IncomeGoldGR = (IncomeGoldGR - 20.00)
MillDestroyed
  Events
    Unit - A unit owned by Player 1 (Red).Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Mill
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Set VariableSet IncomeGoldGR = (IncomeGoldGR - 30.00)
Village management
  Events
    Time - Elapsed game time is 5 seconds
  Conditions
  Actions
    Player - Set Player 9 (Gray).Current gold to 20000
    Player - Set Player 9 (Gray).Current lumber to 20000
    Unit - Order Peasant 0169 <gen> to Harvest.Village Tree Wall 2711 <gen>
    Unit - Order Peasant 0168 <gen> to Right-Click.Gold Mine 0170 <gen>
    Unit - Order Peasant 0167 <gen> to Right-Click.Gold Mine 0170 <gen>
    Unit Group - Order (Units of type Town Hall) to train a Peasant
    Wait 15.00 game-time seconds
    Unit - Order (Trained unit) to Right-Click.Gold Mine 0170 <gen>
    Unit Group - Order (Units of type Town Hall) to train a Peasant
    Wait 15.00 game-time seconds
    Unit - Order (Trained unit) to Right-Click.Gold Mine 0170 <gen>
    Wait 1.00 seconds
Protect the town
  Events
    Unit - A unit enters ProtectVillage <gen>
  Conditions
    (Owner of (Triggering unit)) Equal to Player 1 (Red)
  Actions
    Unit Group - Order (Units in Region_023 <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of ProtectVillage <gen>)
    Unit Group - Order (Units in ProtectVillage <gen> owned by Player 9 (Gray)) to Attack-Move To.(Center of ProtectVillage <gen>)
look: [this] is a bit easier (Time - Every 15.00 seconds of game time) but i dont know if you want it to be 15 seconds.. you should change it how you want it...
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Changed as i wanted.........LPII
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V
Create Grunt o Lancieri
  Events
    Time - Every 50.00 seconds of game time
  Conditions
  Actions
    Set VariableSet Armytrained = (Random integer number between 1 and 2)
    If (Armytrained Equal to 1) then do (Order (Units of type Bandit´s Barracks) to train a Bandit) else do (Order (Units of type Bandit´s Barracks) to train a Brigand)
MoveTroops
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    ((Unit-type of (Triggering unit)) Equal to Bandit) or ((Unit-type of (Triggering unit)) Equal to Brigand)
    (Owner of (Triggering unit)) Equal to Player 9 (Gray)
  Actions