Hi, so maybe i'm asking easy things, but for me i'm not so sure hehe. Firstly is this kind of triggering necessary?
Then how about the sounds? i did researches, but they were quite confusing, so is it good to use TempSound system and then remove them? I can't remove them coz don't know the remove command kek.
Here is another one. Can't find that does apply camera leak if variable is not used example:
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Call for help Queue
- Events
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Conditions
- GAMEOVER Equal to False
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Actions
- Set TempPoint = (Position of AmbushTarget)
- Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility from TempPoint to a radius of 256.00
- Set VisibilityBenedict = (Last created visibility modifier)
- Custom script: call RemoveLocation (udg_TempPoint)
- Set TempPoint = (Position of AmbushTarget)
- Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility from TempPoint to a radius of 256.00
- Set VisibilityBenedict2 = (Last created visibility modifier) Custom script: call RemoveLocation (udg_TempPoint)
- Set TempPoint = (Center of Surprise Attack Center <gen>)
- Camera - Set a spacebar-point for Player 2 (Blue) at TempPoint
- Custom script: call RemoveLocation (udg_TempPoint)
- Set TempPoint = (Center of Surprise Attack Center <gen>)
- Camera - Set a spacebar-point for Player 9 (Gray) at TempPoint
- Custom script: call RemoveLocation (udg_TempPoint)
- Set TempPoint = (Center of Surprise Attack Center <gen>)
- Cinematic - Ping minimap for (All players controlled by a User player) at TempPoint for 7.00 seconds
- Custom script: call RemoveLocation (udg_TempPoint)
- Sound - Setup all volume channels for speech
- Cinematic - Send transmission to (All players controlled by a User player) from AmbushTarget named Benedict: Play H03VillagerM50 <gen> and display Save us!. Modify duration: Add 0.00 seconds and Wait
- Sound - Reset all volume channels to 100%
- Trigger - Remove Call for help Queue <gen> from the trigger queue
Then how about the sounds? i did researches, but they were quite confusing, so is it good to use TempSound system and then remove them? I can't remove them coz don't know the remove command kek.
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Sleeping Gnoll 1
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Events
- Unit - Gnoll 0124 <gen> Takes damage
- Unit - Gnoll Hut 0072 <gen> Takes damage
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Conditions
-
Or - Any (Conditions) are true
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Conditions
- (Percentage life of Gnoll 0124 <gen>) Less than 95.00
- (Percentage life of Gnoll Hut 0072 <gen>) Less than 95.00
-
Conditions
-
Or - Any (Conditions) are true
-
Actions
- Trigger - Turn off (This trigger)
- Set TempSound = GnollPissed2 <gen>
- Sound - Attach TempSound to (Damage source)
- Sound - Play TempSound
- Custom script: call RemoveSound (udg_TempSound)
- Wait 0.50 seconds
- Set TempSound = GnollPissed1 <gen>
- Sound - Attach TempSound to (Damage source)
- Sound - Play TempSound
- Custom script: call RemoveSound (udg_TempSound)
- Wait 1.00 seconds
- Unit - Remove Dummy (Sleep) 0142 <gen> from the game
- Wait 1.00 seconds
- Set TempPoint = (Center of Gnoll Pre Spawn <gen>)
- Unit - Create 1 Gnoll for Neutral Hostile at TempPoint facing 225.00 degrees
- Custom script: call RemoveLocation (udg_TempPoint)
- Set SleepingGnoll1 = (Last created unit)
- Unit - Make SleepingGnoll1 Remain awake when unprovoked at night
- Unit - Set SleepingGnoll1 acquisition range to 200.00
- Unit - Turn collision for SleepingGnoll1 Off
- Set TempPoint = (Center of Sleeping Gnoll 1 <gen>)
- Unit - Move SleepingGnoll1 instantly to TempPoint
- Custom script: call RemoveLocation (udg_TempPoint)
- Wait 0.00 seconds
- Set TempPoint = (Center of Gnoll Alarm 1 <gen>)
- Unit - Order SleepingGnoll1 to Move To TempPoint
- Custom script: call RemoveLocation (udg_TempPoint)
- Trigger - Turn on Sleeping Gnoll 1 off <gen>
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Events
Here is another one. Can't find that does apply camera leak if variable is not used example:
- Camera - Apply Victory01 <gen> for Player 2 (Blue) over 0.00 seconds
- Custom script: set bj_wantDestroyGroup = true
- Unit Group - Pick every unit in (Units in (Playable map area)) and do (Unit - Make (Picked unit) Invulnerable)
- Custom script: set bj_wantDestroyGroup = true
- Unit Group - Pick every unit in (Units in (Playable map area)) and do (Unit - Order (Picked unit) to Stop)
- Custom script: set bj_wantDestroyGroup = true
- Unit Group - Pick every unit in (Units in (Playable map area)) and do (Unit - Hide (Picked unit))
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