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
-
natural movement
-
Events
- Unit - A unit Stops casting an ability
-
Conditions
- (Ability being cast) Equal to Far Sight
-
Actions
- Set temppoint = (Position of (Casting unit))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Casting unit)) Equal to Villager (Male 2)
- (corn <gen> contains temppoint) Equal to True
-
Then - Actions
- 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)
- Unit - Order (Casting unit) to Orc Far Seer - Far Sight temppoint
- Custom script: call RemoveLocation(udg_temppoint)
-
Else - Actions
- Set tempgroup = (Units of type Farm)
-
For each (Integer A) from 0 to ((Number of units in tempgroup) - 1), do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Casting unit) is in civstry2[(Integer A)]) Equal to True
-
Then - Actions
- 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)
- Unit - Order (Casting unit) to Orc Far Seer - Far Sight temppoint
- Custom script: call RemoveLocation(udg_temppoint)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- Custom script: call DestroyGroup(udg_tempgroup)
-
If - Conditions
-
Events
-
clock for spawning and removing
-
Events
- Time - Every 0.50 seconds of game time
- Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (In-game time of day) Greater than or equal to 6.00
- (In-game time of day) Less than or equal to 9.00
-
Then - Actions
- Set tempgroup = (Units of type Farm)
-
For each (Integer A) from 0 to ((Number of units in tempgroup) - 1), do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Number of units in civstry2[(Integer A)]) Less than 4
- ((Random real number between 0.25 and 1.00) x ((In-game time of day) - 5.00)) Greater than or equal to 1.00
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Random real number between 0.00 and 2.00) Less than or equal to 1.00
-
Then - Actions
- Set temppoint = (Position of farms[(Integer A)])
- Unit - Create 1 Villager (Male 2) for Neutral Passive at temppoint facing Default building facing degrees
- Unit Group - Add (Last created unit) to civstry2[(Integer A)]
- 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)
- Unit - Order (Last created unit) to Orc Far Seer - Far Sight temppoint
- Custom script: call RemoveLocation(udg_temppoint)
-
Else - Actions
- Set temppoint = (Position of farms[(Integer A)])
- Unit - Create 1 Villager (Female) for Neutral Passive at temppoint facing Default building facing degrees
- Unit Group - Add (Last created unit) to civstry2[(Integer A)]
- 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)
- Unit - Order (Last created unit) to Orc Far Seer - Far Sight temppoint
- Custom script: call RemoveLocation(udg_temppoint)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- Custom script: call DestroyGroup(udg_tempgroup)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (In-game time of day) Greater than or equal to 18.00
- (In-game time of day) Less than or equal to 24.00
-
Then - Actions
- Set tempgroup = (Units of type Farm)
-
For each (Integer A) from 0 to ((Number of units in tempgroup) - 1), do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Number of units in civstry2[(Integer A)]) Greater than 0
-
Then - Actions
-
Unit Group - Pick every unit in civstry2[(Integer A)] and do (Actions)
-
Loop - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Distance between (Position of (Picked unit)) and (Position of farms[(Integer A)])) Less than or equal to 150.00
-
Then - Actions
- Unit - Remove (Picked unit) from the game
- Unit Group - Remove (Picked unit) from civstry2[(Integer A)]
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Random real number between 0.25 and 1.00) x ((In-game time of day) - 17.00)) Greater than or equal to 1.00
-
Then - Actions
- Set temppoint = (Position of farms[(Integer A)])
- Unit - Order (Last created unit) to Move To temppoint
- Custom script: call RemoveLocation(udg_temppoint)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
-
Unit Group - Pick every unit in civstry2[(Integer A)] and do (Actions)
-
Else - Actions
- Custom script: call DestroyGroup(udg_civstry2[GetForLoopIndexA()])
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
- Custom script: call DestroyGroup(udg_tempgroup)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
Attachments
Last edited: