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Events

Unit - A unit Dies
Conditions

(Unit-type of (Triggering unit)) Equal to Control Point
Actions

-------- This variable is a point. --------

Set TempPoint = (Position of (Triggering unit))

Unit - Create 1 Control Point for (Owner of (Killing unit)) at TempPoint facing Default building facing degrees

Custom script: call RemoveLocation(udg_TempPoint)
Here is the base for the capture trigger. I'm not to sure how to have the income in there, so I'll let someone else who doesn't suck at triggering add that in (or replace everything lol)
Events
Unit - A unit Dies
Conditions
(Unit-type of (Triggering unit)) Equal to Control Point
Actions
-------- This variable is a point. --------
Set TempPoint = (Position of (Triggering unit))
Unit - Create 1 Control Point for (Owner of (Killing unit)) at TempPoint facing Default building facing degrees
Custom script: call RemoveLocation(udg_TempPoint)
I could show you my trigger if someone could tell me how to paste GUI into hive.....lol?
tags.
Income CP CD init

Events


Time - Elapsed game time is 0.01 seconds

Conditions

Actions


Countdown Timer - Start Income as a Repeating timer that will expire in 10.00 seconds


Countdown Timer - Create a timer window for Income with title Income


Hashtable - Create a hashtable


Set CooldownTable = (Last created hashtable)
Capture CP

Events


Unit - A unit Dies

Conditions


(Unit-type of (Triggering unit)) Equal to Control Point

Actions


Set TrigUnit = (Triggering unit)


Set KillingUnit = (Killing unit)


Set TempLoc1 = (Position of TrigUnit)


Unit - Create 1 Control Point for (Owner of KillingUnit) at TempLoc1 facing Default building facing degrees


Unit - Make (Last created unit) Invulnerable


-------- ----------------- --------


Set CooldownTime = 10.00


Hashtable - Save CooldownTime as (Key cp_cdtime) of (Key (Last created unit)) in CooldownTable


-------- ----------------- --------


Unit Group - Add (Last created unit) to CooldownGroup


-------- ----------------- --------


Custom script: call RemoveLocation(udg_TempLoc1)
Control Point Cooldown

Events


Time - Every 1.00 seconds of game time

Conditions

Actions


Unit Group - Pick every unit in CooldownGroup and do (Actions)



Loop - Actions




Set CooldownTime = (Load (Key cp_cdtime) of (Key (Picked unit)) from CooldownTable)




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





If - Conditions






CooldownTime Greater than 0.00





Then - Actions






Hashtable - Save (CooldownTime - 1.00) as (Key cp_cdtime) of (Key (Picked unit)) in CooldownTable





Else - Actions






Unit - Make (Picked unit) Vulnerable






Hashtable - Clear all child hashtables of child (Key (Picked unit)) in CooldownTable






Unit Group - Remove (Picked unit) from CooldownGroup
Income

Events


Time - Income expires

Conditions

Actions


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



Loop - Actions




Set IncomeGroup = (Units owned by (Player((Integer A))) matching ((Unit-type of (Matching unit)) Equal to Control Point))




Player - Add (100 x (Number of units in IncomeGroup)) to (Player((Integer A))) Current gold




Custom script: call DestroyGroup(udg_IncomeGroup)
Hashtables and MUI
