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Hero Reviving

Events:


Unit - A unit Dies

Conditions:


(Dying Unit) is a Hero equal to True

Actions:


If (All conditions are true) then (do actions):



If - Conditions:




(Owner of Dying Unit) is equal to Player 2 (Blue)



Then - Actions:




Wait 15.00 Seconds of (game time)




Unit - Revive (Dying Unit) at Revive[Player Number (Owner of Dying Unit)]




Camera - Pan camera for (Owner of Dying Unit) to Revive[Player Number (Owner of Dying Unit)] over 2.00 seconds



Else - Actions:




If (All conditions are true) then (do actions):





If - Conditions:






(Owner of Dying Unit) is equal to Player 3 (Teal)





Then - Actions:






Wait 15.00 Seconds of (game time)






Unit - Revive (Dying Unit) at Revive[Player Number (Owner of Dying Unit)]






Camera - Pan camera for (Owner of Dying Unit) to Revive[Player Number(Owner of Dying Unit)] over 2.00 seconds
Revive Place Setting

Events:


Time - Elapsed game time is 0.01

Conditions:

Actions:


Set Revive[1]=Position of (Circle of Heroes 0001 <gen>)


Set Revive[2]=Position of (Circle of Heroes 0002 <gen>)


Set Revive[3]=Position of (Circle of Heroes 0003 <gen>)


Set Revive[4]=Position of (Circle of Heroes 0004 <gen>)


Set Revive[5]=Position of (Circle of Heroes 0005 <gen>)


Set Revive[6]=Position of (Circle of Heroes 0006 <gen>)


Set Revive[7]=Position of (Circle of Heroes 0007 <gen>)


Set Revive[8]=Position of (Circle of Heroes 0008 <gen>)


Set Revive[9]=Position of (Circle of Heroes 0009 <gen>)


Set Revive[10]=Position of (Circle of Heroes 0010 <gen>)


Set Revive[11]=Position of (Circle of Heroes 0011 <gen>)


Set Revive[12]=Position of (Circle of Heroes 0012 <gen>)

Tr
Events

Map Initialization
Conditions
Actions

Set Units[1] = Circle of Power 001 <gen>

Set Units[2] = Circle of Power 002 <gen>

...

Set Units[10] = Circle of Power 010 <gen>
Trigger
Events

Unit - A unit dies
Conditions

((Triggering unit) is a Hero) Equal to True
Actions

For each (IntegerA) from 1 to 10, do (Actions)


Loop - Actions



Set Points[(IntegerA)] = (Position of (Units[(IntegerA)]))



Hero - Revive (Triggering unit) at (Points[PlayerNumber of (Owner of (Triggering unit))])



Custom script: call RemoveLocation (udg_Points[bj_forLoopAIndex])
isent this leaky?
Money

Events:


Time - Every 1.00 second of the game

Conditions:


Base [Team 1] is alive equal to True


Base [Team 2] is alive equal to True

Actions:


Player Group - Pick every player in (All Players) and (do actions):



Player - Set (Picked Player) current gold to (Current gold of (Picked Player)+1)
EM Triggerer

Events:


Player - Player 2 (Blue) writes -em as an exact match

Conditions:

Actions:


Game - Text to (All Players): Game mode has been set to: Easy Mode


Trigger - Turn off (Money <gen>)


Trigger - Turn on (Em Money <gen>)


Trigger - Turn off (this trigger)
Em Money

Events:


Time - Every 1.00 second of game

Conditions:


Base [Team 1] is alive equal to True


Base [Team 2] is alive equal to True

Actions:


Player Group - Pick every player in (All Players) and (do actions):



Player - Set (Picked Player) current gold to (Current gold of (Picked Player)+2)
So requested

set abc[1] = Position of (bla1 <gen>)
set abc[2] = Position of (bla2 <gen>)
set abc[1] = Position of (bla1 <gen>)
set abc[1] = Position of (bla2 <gen>)
Offtopic:
Tiche3 trigger doesn't leak. Defining a postion at start DOESN'T leak. As long as the variable is not replaced at any point after defining it will not leak!
Eg:
this won't leak because we still have variables pointing towards to location. At anytime we want to destroy it, we can destroy it because we can still find it through a variable.
set abc[1] = Position of (bla1 <gen>)
set abc[2] = Position of (bla2 <gen>)
This will leak:
Because abc[1] isn't pointing to "bla1" anymore and therefore the object leaks, because there is no way we could find it back.
set abc[1] = Position of (bla1 <gen>)
set abc[1] = Position of (bla2 <gen>)

yep those are following. U guys are nice peps. heheh i dident know he wasent leaking- But i need those
ap
ar
apem
arem
em
ap=allpick
ar=all random
apem=all pick easy mode
arem=all random easy mode
em=easy mode towers is half life. So they is weaker half life. Not like burning or anything just so thye got half life down.
Easy Mode Towazz

Events:


Player - Player 2 (Blue) writes -em as an exact match

Conditions:


Mode_Set equal to False

Actions:


Set Mode_Set equal to True


Game - Text (All Players): Game mode has been set to: Easy Mode


Unit - Kill Tower[1]


Unit - Kill Tower[2]


Unit - Continue killing the towers


Unit - Create Tower [Easy Mode] at Tower_Location[1] for Player (Team 1) facing default building facing degrees


Unit - Create Towers [Easy Mode] at those locations for the players and later


Custom Script: call RemoveLocation(udg_Tower_Location[1,2,3,4,5,6,etc)]

