After a little bit, it starts to lag or something, I'm not sure
Either way I'm not sure how to do it
I have tried using casting and triggering unit
And begins, finishes, stops, starts effect
With stops, it lasts a little longer going on a second iteration, but thats it
These are the two triggers that break over time
Either way I'm not sure how to do it
I have tried using casting and triggering unit
And begins, finishes, stops, starts effect
With stops, it lasts a little longer going on a second iteration, but thats it
These are the two triggers that break over time
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natural movement
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Events
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Unit - A unit Stops casting an ability
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Conditions
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(Ability being cast) Equal to Far Sight
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Actions
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Set temppoint = (Position of (Casting unit))
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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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(Unit-type of (Casting unit)) Equal to Villager (Male 2)
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(corn <gen> contains temppoint) Equal to True
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Then - Actions
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Set temppoint = ((Position of (Casting unit)) offset by (Random real number between 0.00 and 30.00) towards (Random real number between 0.00 and 359.99) degrees)
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Unit - Order (Casting unit) to Orc Far Seer - Far Sight temppoint
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Custom script: call RemoveLocation(udg_temppoint)
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Else - Actions
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Set tempgroup = (Units of type Farm)
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For each (Integer A) from 0 to ((Number of units in tempgroup) - 1), 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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((Casting unit) is in civstry2[(Integer A)]) Equal to True
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Then - Actions
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Set temppoint = ((Position of farms[(Integer A)]) offset by (Random real number between 0.00 and 1000.00) towards (Random real number between 0.00 and 359.99) degrees)
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Unit - Order (Casting unit) to Orc Far Seer - Far Sight temppoint
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Custom script: call RemoveLocation(udg_temppoint)
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Else - Actions
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Custom script: call DestroyGroup(udg_tempgroup)
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clock for spawning and removing
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Events
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Time - Every 0.50 seconds of game time
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Conditions
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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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(In-game time of day) Greater than or equal to 6.00
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(In-game time of day) Less than or equal to 9.00
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Then - Actions
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Set tempgroup = (Units of type Farm)
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For each (Integer A) from 0 to ((Number of units in tempgroup) - 1), 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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(Number of units in civstry2[(Integer A)]) Less than 4
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((Random real number between 0.25 and 1.00) x ((In-game time of day) - 5.00)) Greater than or equal to 1.00
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Then - 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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(Random real number between 0.00 and 2.00) Less than or equal to 1.00
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Then - Actions
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Set temppoint = (Position of farms[(Integer A)])
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Unit - Create 1 Villager (Male 2) for Neutral Passive at temppoint facing Default building facing degrees
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Unit Group - Add (Last created unit) to civstry2[(Integer A)]
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Set temppoint = ((Position of farms[(Integer A)]) offset by (Random real number between 0.00 and 1000.00) towards (Random real number between 0.00 and 359.99) degrees)
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Unit - Order (Last created unit) to Orc Far Seer - Far Sight temppoint
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Custom script: call RemoveLocation(udg_temppoint)
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Else - Actions
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Set temppoint = (Position of farms[(Integer A)])
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Unit - Create 1 Villager (Female) for Neutral Passive at temppoint facing Default building facing degrees
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Unit Group - Add (Last created unit) to civstry2[(Integer A)]
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Set temppoint = ((Position of farms[(Integer A)]) offset by (Random real number between 0.00 and 1000.00) towards (Random real number between 0.00 and 359.99) degrees)
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Unit - Order (Last created unit) to Orc Far Seer - Far Sight temppoint
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Custom script: call RemoveLocation(udg_temppoint)
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Else - Actions
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Custom script: call DestroyGroup(udg_tempgroup)
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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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(In-game time of day) Greater than or equal to 18.00
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(In-game time of day) Less than or equal to 24.00
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Then - Actions
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Set tempgroup = (Units of type Farm)
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For each (Integer A) from 0 to ((Number of units in tempgroup) - 1), 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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(Number of units in civstry2[(Integer A)]) Greater than 0
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Then - Actions
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Unit Group - Pick every unit in civstry2[(Integer A)] and 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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(Distance between (Position of (Picked unit)) and (Position of farms[(Integer A)])) Less than or equal to 150.00
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Then - Actions
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Unit - Remove (Picked unit) from the game
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Unit Group - Remove (Picked unit) from civstry2[(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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((Random real number between 0.25 and 1.00) x ((In-game time of day) - 17.00)) Greater than or equal to 1.00
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Then - Actions
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Set temppoint = (Position of farms[(Integer A)])
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Unit - Order (Last created unit) to Move To temppoint
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Custom script: call RemoveLocation(udg_temppoint)
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Else - Actions
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Else - Actions
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Custom script: call DestroyGroup(udg_civstry2[GetForLoopIndexA()])
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Custom script: call DestroyGroup(udg_tempgroup)
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Else - Actions
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Attachments
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