- Joined
- Nov 30, 2007
- Messages
- 1,202
This is not wroking at all, it's not running.
The second trigger, any ideas? :>
The second trigger, any ideas? :>
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Gate Setup
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Events
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Map initialization
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Conditions
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Actions
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-------- Apartment 1 --------
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Player Group - Add Player 1 (Red) to GateControl_g[GateCount]
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Set GateOwner[GateCount] = Player 1 (Red)
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Set Gate[GateCount] = Gate (Elven) 0067 <gen>
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Set GatePathing[GateCount] = Gate Blocker 0281 <gen>
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Set GateFacing[GateCount] = 0.00
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Custom script: set udg_GateCount = udg_GateCount + 1
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-------- Apartment 2 --------
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Set Gate[GateCount] = Gate (Elven) 0066 <gen>
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Set GatePathing[GateCount] = Gate Blocker 0084 <gen>
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Set GateFacing[GateCount] = 0.00
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Set GateFacing[(GateCount + 500)] = 0.85
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Custom script: set udg_GateCount = udg_GateCount + 1
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-------- Apartment 3 --------
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Set Gate[GateCount] = Gate (Elven) 0102 <gen>
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Set GatePathing[GateCount] = Gate Blocker 0106 <gen>
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Set GateFacing[GateCount] = 0.00
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Set GateFacing[(GateCount + 500)] = 0.85
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Set GateStatus[GateCount] = -2
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Custom script: set udg_GateCount = udg_GateCount + 1
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For each (Integer A) from 0 to GateCount, do (Actions)
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Loop - Actions
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Destructible - Hide GatePathing[(Integer A)]
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Custom script: call TriggerRegisterDeathEvent( gg_trg_Gate_Dies, udg_Gate[GetForLoopIndexA()] )
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JASS:
function Trig_Gate_Dies_Actions takes nothing returns nothing
local integer i = 0
loop
exitwhen i > udg_GateCount
if (GetDyingDestructable() == udg_Gate[i]) then
call DestructableRestoreLife(udg_Gate[i], 1, true)
call SetDestructableAnimationBJ( udg_Gate[i], "death")
call SetDestructableInvulnerableBJ(udg_Gate[i], true)
call KillDestructable(udg_GatePathing[i])
//set udg_GateStatus[i] = 0 // GateStatus = Broken
set i = udg_GateCount + 1
else
set i = i + 1
endif
endloop
endfunction
//===========================================================================
function InitTrig_Gate_Dies takes nothing returns nothing
local trigger t = CreateTrigger()
call TriggerAddAction(t, function Trig_Gate_Dies_Actions)
set t = null
endfunction






