- Joined
- Jun 20, 2017
- Messages
- 380
How can I make a base that can be owned/claimed by two players?! (should I make new rect for hole base?!)
And somehow the order id only works for Obelisk! (so when other players try to build something into that base, it should be canceled). And when I destroyed the flag, why the base is not released?!?
And somehow the order id only works for Obelisk! (so when other players try to build something into that base, it should be canceled). And when I destroyed the flag, why the base is not released?!?

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Bases
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Events
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Time - Elapsed game time is 0.00 seconds
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Conditions
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Actions
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Set Rects_Bases[1] = Rect 014 <gen>
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Set Rects_Bases[1] = Rect 014a <gen>
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Set Rects_Bases[1] = Rect 014b <gen>
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Set Rects_Bases[2] = Rect 014 <gen>
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Set Rects_Bases[2] = Rect 042 <gen>
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Set Rects_Bases[2] = Rect 042a <gen>
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Set Integers_BaseBegin[1] = 1
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Set Integers_BaseEnd[1] = 2
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Set Integers_BaseBegin[2] = 1
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Set Integers_BaseEnd[2] = 2
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-------- --------
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-------- Next Base --------
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-------- --------
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Set Rects_Bases[3] = Rect 015 <gen>
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Set Rects_Bases[3] = Rect 015a <gen>
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Set Integers_BaseBegin[3] = 3
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Set Integers_BaseEnd[3] = 3
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-------- --------
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-------- Next Base --------
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-------- --------
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Set Rects_Bases[4] = Rect 016 <gen>
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Set Rects_Bases[4] = Rect 016a <gen>
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Set Integers_BaseBegin[4] = 4
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Set Integers_BaseEnd[4] = 4
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-------- --------
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-------- Next Base --------
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-------- --------
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Set Rects_Bases[5] = Rect 017 <gen>
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Set Rects_Bases[5] = Rect 017a <gen>
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Set Integers_BaseBegin[5] = 5
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Set Integers_BaseEnd[5] = 5
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-------- --------
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-------- Next Base --------
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-------- --------
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Set Rects_Bases[6] = Rect 018 <gen>
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Set Rects_Bases[6] = Rect 018a <gen>
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Set Integers_BaseBegin[6] = 6
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Set Integers_BaseEnd[6] = 6
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-------- --------
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-------- Next Base --------
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-------- --------
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Set Rects_Bases[7] = Rect 019 <gen>
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Set Rects_Bases[7] = Rect 019a <gen>
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Set Integers_BaseBegin[7] = 7
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Set Integers_BaseEnd[7] = 7
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-------- --------
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-------- Total Bases --------
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-------- --------
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Set Integer_BasesTotal = 7
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-------- --------
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-------- Set owner of all bases to passive --------
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-------- --------
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For each (Integer A) from 1 to Integer_BasesTotal, do (Actions)
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Loop - Actions
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Set PlayerGroups_BaseOwner[(Integer A)] = Player Group - Neutral Passive
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Claim Base
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Events
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Unit - A unit Begins construction
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Conditions
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(Unit-type of (Constructing structure)) Equal to Obelisk
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Actions
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For each (Integer A) from 1 to Integer_BasesTotal, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Rects_Bases[(Integer A)] contains (Constructing structure)) Equal to True
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Then - Actions
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Set Integer_BaseBeginUsed = Integers_BaseBegin[(Integer A)]
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Set Integer_BaseEndUsed = Integers_BaseEnd[(Integer A)]
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Players_BaseOwner[Integer_BaseBeginUsed] Equal to (Triggering player)
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Then - Actions
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Set PlayerGroup = (Player group((Triggering player)))
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Game - Display to PlayerGroup the text: (Strings_PlayerColors[(Player number of (Owner of (Constructing structure)))] + ((Name of (Owner of (Constructing structure))) + (|r + you already claimed this base.)))
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Custom script: call DestroyForce(udg_PlayerGroup)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Players_BaseOwner[Integer_BaseBeginUsed] Not equal to Neutral Passive
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Then - Actions
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Wait 0.00 seconds
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Custom script: call IssueImmediateOrderById(GetTriggerUnit(), 851976)
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Set PlayerGroup = (Player group((Triggering player)))
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Game - Display to PlayerGroup the text: (Strings_PlayerColors[(Player number of (Owner of (Constructing structure)))] + ((Name of (Owner of (Constructing structure))) + (|r + this base is already claimed.)))
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Custom script: call DestroyForce(udg_PlayerGroup)
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Else - Actions
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Set PlayerGroup = PlayerGroup_Humans
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Game - Display to PlayerGroup the text: (Strings_PlayerColors[(Player number of (Owner of (Constructing structure)))] + ((Name of (Owner of (Constructing structure))) + (|r + ( has claimed base + ((String(Integer_BaseBeginUsed)) + .)))))
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Custom script: call DestroyForce(udg_PlayerGroup)
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Set Players_BaseOwner[Integer_BaseBeginUsed] = (Triggering player)
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Set Integers_BaseBeginClaimed[(Player number of (Triggering player))] = Integer_BaseBeginUsed
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Set Integers_BaseEndClaimed[(Player number of (Triggering player))] = Integer_BaseEndUsed
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Set Integer_BaseBeginUsed = 0
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Set Integer_BaseEndUsed = 0
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Release Base
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Events
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Unit - A unit Dies
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Conditions
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(Unit-type of (Dying unit)) Equal to Flag
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Actions
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For each (Integer A) from 1 to Integer_BasesTotal, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Rects_Bases[(Integer A)] contains (Dying unit)) Equal to True
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Then - Actions
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Set Integer_BaseBeginUsed = Integers_BaseBegin[(Integer A)]
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Set Integer_BaseEndUsed = Integers_BaseEnd[(Integer A)]
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Players_BaseOwner[Integer_BaseBeginUsed] Equal to (Triggering player)
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Then - Actions
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Set PlayerGroup = PlayerGroup_Humans
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Game - Display to PlayerGroup the text: (Strings_PlayerColors[(Player number of (Owner of (Dying unit)))] + ((Name of (Owner of (Dying unit))) + (|r + ( has released base + ((String(Integer_BaseBeginUsed)) + .)))))
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Custom script: call DestroyForce(udg_PlayerGroup)
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Set Players_BaseOwner[Integer_BaseBeginUsed] = Neutral Passive
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Set Integers_BaseBeginClaimed[(Player number of (Triggering player))] = 0
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Set Integers_BaseEndClaimed[(Player number of (Triggering player))] = 0
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Players_BaseOwner[Integer_BaseBeginUsed] Not equal to Neutral Passive
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Then - Actions
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Set PlayerGroup = (Player group((Triggering player)))
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Game - Display to PlayerGroup the text: (Strings_PlayerColors[(Player number of (Owner of (Dying unit)))] + ((Name of (Owner of (Dying unit))) + (|r + you can't release another player's base.)))
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Custom script: call DestroyForce(udg_PlayerGroup)
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Else - Actions
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Set Integer_BaseBeginUsed = 0
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Set Integer_BaseEndUsed = 0
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