Moderator
M
Moderator
23:34, 18th Dec 2009
TriggerHappy:
Decent enough.
TriggerHappy:
Decent enough.
-------- ----------------------------------------------INCOME---------------------------------------------- --------
Setup

Events


Map initialization

Conditions

Actions


-------- ----------------------------------------------ALLIANCE---------------------------------------------- --------


-------- Set this up to what ever you like Example: Red in your map controls a controls a country...Therefore you can name it what the country is instead of red or blue --------


Set PlayerColor[1] = red


Set PlayerColor[2] = blue


Set PlayerColor[3] = teal


Set PlayerColor[4] = purple


Set PlayerColor[5] = yellow


Set PlayerColor[6] = orange


Set PlayerColor[7] = green


Set PlayerColor[8] = pink


Set PlayerColor[9] = pink


Set PlayerColor[10] = light blue


Set PlayerColor[11] = dark green


Set PlayerColor[12] = brown


-------- ----------------------------------------------INCOME---------------------------------------------- --------


-------- Change The Unit Type to what Unit you want to have the income said in IncomeMoney(Make Sure they have The same Array!! --------


Set IncomeUNIT_TYPE[1] = Farm


Set IncomeMoney[1] = 100


Set IncomeUNIT_TYPE[2] = Fruit Stand


Set IncomeMoney[2] = 101


Set IncomeUNIT_TYPE[3] = Lumber Mill


Set IncomeMoney[3] = 10


Set IncomeUNIT_TYPE[4] = Gryphon Aviary


Set IncomeMoney[4] = 11
Setup Timer

Events


Time - Elapsed game time is 0.05 seconds

Conditions

Actions


-------- ----------------------------------------------INCOME---------------------------------------------- --------


-------- This Starts The Timer for the Income --------


Countdown Timer - Start Timer as a Repeating timer that will expire in 60.00 seconds


-------- You can change the Title of the Timer to what ever you desire or the Times it will expire --------


Countdown Timer - Create a timer window for (Last started timer) with title Income


Countdown Timer - Show (Last created timer window)
Camera Commands

Events


Player - Player 1 (Red) types a chat message containing - as A substring


Player - Player 2 (Blue) types a chat message containing - as A substring


Player - Player 3 (Teal) types a chat message containing - as A substring


Player - Player 4 (Purple) types a chat message containing - as A substring


Player - Player 5 (Yellow) types a chat message containing - as A substring


Player - Player 6 (Orange) types a chat message containing - as A substring


Player - Player 7 (Green) types a chat message containing - as A substring


Player - Player 8 (Pink) types a chat message containing - as A substring


Player - Player 9 (Gray) types a chat message containing - as A substring


Player - Player 10 (Light Blue) types a chat message containing - as A substring


Player - Player 11 (Dark Green) types a chat message containing - as A substring


Player - Player 12 (Brown) types a chat message containing - as A substring

Conditions

Actions


-------- Allows for a memory leak to be destoryed later on --------


Set Saying_Player = (Player group((Triggering player)))


-------- ----------------------------------------------CAMERA---------------------------------------------- --------


-------- !!WARNING!! Dont do anything to these triggers unless you know what your doing...It may get confusing for some. --------


-------- Zoom --------


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(String((Substring((Entered chat string), 2, 6))) as Lower case) Equal to zoom



Then - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






And - All (Conditions) are true







Conditions








(Integer((Substring((Entered chat string), 7, 10)))) Greater than or equal to 1








(Integer((Substring((Entered chat string), 7, 10)))) Less than or equal to 999





Then - Actions






Camera - Set (Triggering player)'s camera Distance to target to (4.00 x (Real((Substring((Entered chat string), 7, 9))))) over 1.00 seconds





Else - Actions






Game - Display to Saying_Player the text: |c00FF0101Zoom Erro...



Else - Actions


-------- Angle --------


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(String((Substring((Entered chat string), 2, 7))) as Lower case) Equal to angle



Then - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






And - All (Conditions) are true







Conditions








(Integer((Substring((Entered chat string), 7, 10)))) Less than or equal to 180








(Integer((Substring((Entered chat string), 7, 10)))) Greater than or equal to 1





Then - Actions






Camera - Set (Triggering player)'s camera Angle of attack to ((Real((Substring((Entered chat string), 8, 10)))) + 180.00) over 1.00 seconds





Else - Actions






Game - Display to Saying_Player the text: |c00FF0101Angle Err...



Else - Actions


-------- Roll --------


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(String((Substring((Entered chat string), 2, 6))) as Lower case) Equal to roll



Then - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






And - All (Conditions) are true







Conditions








(Integer((Substring((Entered chat string), 7, 10)))) Greater than or equal to 1








(Integer((Substring((Entered chat string), 7, 10)))) Less than or equal to 360





Then - Actions






Camera - Set (Triggering player)'s camera Roll to ((Real((Substring((Entered chat string), 7, 10)))) - 1.00) over 1.00 seconds





Else - Actions






Game - Display to Saying_Player the text: |c00FF0101Roll Erro...



Else - Actions


-------- Rotate --------


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(String((Substring((Entered chat string), 2, 8))) as Lower case) Equal to rotate



Then - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






And - All (Conditions) are true







Conditions








(Integer((Substring((Entered chat string), 9, 12)))) Greater than or equal to 1








(Integer((Substring((Entered chat string), 9, 12)))) Less than or equal to 360





Then - Actions






Camera - Set (Triggering player)'s camera Rotation to ((Real((Substring((Entered chat string), 9, 12)))) + 89.00) over 1.00 seconds





Else - Actions






Game - Display to Saying_Player the text: |c00FF0101Rotate Er...



Else - Actions


-------- Height --------


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(String((Substring((Entered chat string), 2, 8))) as Lower case) Equal to height



Then - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






And - All (Conditions) are true







Conditions








(Integer((Substring((Entered chat string), 9, 12)))) Greater than or equal to -400








(Integer((Substring((Entered chat string), 9, 12)))) Less than or equal to 2000





Then - Actions






Camera - Set (Triggering player)'s camera Height Offset to ((Real((Substring((Entered chat string), 9, 12)))) + 0.00) over 1.00 seconds





Else - Actions






Game - Display to Saying_Player the text: |c00FF0101Height Er...



Else - Actions


-------- Destorys the memory leak --------


Custom script: call DestroyForce (udg_Saying_Player)
Alliance Commands

Events


Player - Player 1 (Red) types a chat message containing - as A substring


Player - Player 2 (Blue) types a chat message containing - as A substring


Player - Player 3 (Teal) types a chat message containing - as A substring


Player - Player 4 (Purple) types a chat message containing - as A substring


Player - Player 5 (Yellow) types a chat message containing - as A substring


Player - Player 6 (Orange) types a chat message containing - as A substring


Player - Player 7 (Green) types a chat message containing - as A substring


Player - Player 8 (Pink) types a chat message containing - as A substring


Player - Player 9 (Gray) types a chat message containing - as A substring


Player - Player 10 (Light Blue) types a chat message containing - as A substring


Player - Player 11 (Dark Green) types a chat message containing - as A substring


Player - Player 12 (Brown) types a chat message containing - as A substring

Conditions

Actions


-------- ----------------------------------------------ALLIANCE---------------------------------------------- --------


-------- This finds the rest of the triggering players chat --------


For each (Integer A) from 1 to 12, do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Entered chat string) Equal to (-ally + PlayerColor[(Integer A)])





Then - Actions






Player - Make (Triggering player) treat (Player((Integer A))) as an Ally with shared vision






Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has allied + (Name of (Player((Integer A))))))





Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Entered chat string) Equal to (-truce + PlayerColor[(Integer A)])





Then - Actions






Player - Make (Triggering player) treat (Player((Integer A))) as an Neutral






Game - Display to (All players) the text: ((Name of (Triggering player)) + ( has truced + (Name of (Player((Integer A))))))





Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Entered chat string) Equal to (-unally + PlayerColor[(Integer A)])





Then - Actions






Player - Make (Triggering player) treat (Player((Integer A))) as an Enemy






Game - Display to (All players) the text: (((Name of (Triggering player)) + and ) + ((Name of (Player((Integer A)))) + are now at war.))





Else - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






(Entered chat string) Equal to (-full control + PlayerColor[(Integer A)])





Then - Actions






Player - Make (Triggering player) treat (Player((Integer A))) as an Ally with shared vision and full shared units






Game - Display to (All players) the text: ((Name of (Player((Integer A)))) + ( has full control of + (Name of (Triggering player))))





Else - Actions
Income Command

Events


Player - Player 1 (Red) types a chat message containing -income as An exact match


Player - Player 2 (Blue) types a chat message containing -income as An exact match


Player - Player 3 (Teal) types a chat message containing -income as An exact match


Player - Player 4 (Purple) types a chat message containing -income as An exact match


Player - Player 5 (Yellow) types a chat message containing -income as An exact match


Player - Player 6 (Orange) types a chat message containing -income as An exact match


Player - Player 7 (Green) types a chat message containing -income as An exact match


Player - Player 8 (Pink) types a chat message containing -income as An exact match


Player - Player 9 (Gray) types a chat message containing -income as An exact match


Player - Player 10 (Light Blue) types a chat message containing -income as An exact match


Player - Player 11 (Dark Green) types a chat message containing -income as An exact match


Player - Player 12 (Brown) types a chat message containing -income as An exact match

Conditions

Actions


Set Saying_Player = (Player group((Triggering player)))


-------- ----------------------------------------------INCOME---------------------------------------------- --------


-------- -------GOLD------- --------


For each (Integer A) from 1 to 2, do (Actions)



Loop - Actions




-------- Counts the # of Units of The Unit Type --------




Set IncomeUnit[(Integer A)] = (Number of units in (Units owned by (Triggering player) of type IncomeUNIT_TYPE[(Integer A)]))




-------- # of Units found in IncomeUnit[Integer A] multiplied the Income amount of what is wanted in the trigger Income --------




Set IncomeAmount[(Integer A)] = (IncomeUnit[(Integer A)] x IncomeMoney[(Integer A)])




-------- Adds the Income Amounts together for a total --------




-------- If you have more Income Amounts then just use Arithmatic till you get the Amount you used --------




Set IncomeTotal = (IncomeAmount[1] + IncomeAmount[2])


-------- -------LUMBER------- --------


For each (Integer B) from 3 to 4, do (Actions)



Loop - Actions




-------- Counts the # of Units of The Unit Type --------




Set IncomeUnit[(Integer B)] = (Number of units in (Units owned by (Triggering player) of type IncomeUNIT_TYPE[(Integer B)]))




-------- # of Units found in IncomeUnit[Integer B] multiplied the Income amount of what is wanted in the trigger Income --------




Set IncomeAmount[(Integer B)] = (IncomeUnit[(Integer B)] x IncomeMoney[(Integer B)])




-------- Adds the Income Amounts together for a total --------




-------- If you have more Income Amounts then just use Arithmatic till you get the Amount you used --------




Set IncomeTotal2 = (IncomeAmount[3] + IncomeAmount[4])


-------- Tells the Triggering Player and only them and tells them their Income --------


Game - Display to Saying_Player the text: (|cffdaa520Gold Income|r: + (String((Integer((Real(IncomeTotal)))))))


Game - Display to Saying_Player the text: (|cff008000Lumber Income|r: + (String((Integer((Real(IncomeTotal2)))))))


-------- Destorys the memory leak --------


Custom script: call DestroyForce (udg_Saying_Player)
Income

Events


Time - Every 60.00 seconds of game time

Conditions

Actions


-------- ----------------------------------------------INCOME---------------------------------------------- --------


-------- Make sure the Event Periodic Timer is the same as your Timer in the Trigger named Timer --------


For each (Integer B) from 1 to 2, do (Actions)



Loop - Actions




-------- The Custom Script makes sure the memory leak is destoryed --------




Custom script: set bj_wantDestroyGroup = true




-------- Make Sure to select the Unit Type tha you want to use --------




Unit Group - Pick every unit in (Units of type IncomeUNIT_TYPE[(Integer B)]) and do (Actions)





Loop - Actions






Player - Add IncomeMoney[(Integer B)] to (Owner of (Picked unit)) Current gold


-------- Note: I Used 2 Integer B actions for Gold and Lumber --------


For each (Integer B) from 3 to 4, do (Actions)



Loop - Actions




-------- The Custom Script makes sure the memory leak is destoryed --------




Custom script: set bj_wantDestroyGroup = true




-------- Make Sure to select the Unit Type tha you want to use --------




Unit Group - Pick every unit in (Units of type IncomeUNIT_TYPE[(Integer B)]) and do (Actions)





Loop - Actions






Player - Add IncomeMoney[(Integer B)] to (Owner of (Picked unit)) Current lumber