- Joined
- Oct 7, 2014
- Messages
- 2,209
This is the trigger I've followed in this link http://www.hiveworkshop.com/forums/models-530/northrend-undead-building-birth-52788/?prev=search%3Dbirth%26d%3Dlist%26r%3D20
The custom birth animation it goes well but when the building is complete it doesn't show the actual building.
The custom birth animation it goes well but when the building is complete it doesn't show the actual building.
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Legion Building Birth
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Events
- Unit - A unit Begins construction
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Conditions
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Or - Any (Conditions) are true
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Conditions
- (Unit-type of (Constructing structure)) Equal to Chaos Citadel
- (Unit-type of (Constructing structure)) Equal to Lyceum
- (Unit-type of (Constructing structure)) Equal to Bastion
- (Unit-type of (Constructing structure)) Equal to Claw Dwelling
- (Unit-type of (Constructing structure)) Equal to Damned Tower
- (Unit-type of (Constructing structure)) Equal to Burning Arrow Tower
- (Unit-type of (Constructing structure)) Equal to Altar of Defilement
- (Unit-type of (Constructing structure)) Equal to Evil Spire
- (Unit-type of (Constructing structure)) Equal to Sanctuary
- (Unit-type of (Constructing structure)) Equal to Demon Gate
- (Unit-type of (Constructing structure)) Equal to Torture Chamber
- (Unit-type of (Constructing structure)) Equal to Cruel Cloister
- (Unit-type of (Constructing structure)) Equal to Shrine of Kil'jaeden
- (Unit-type of (Constructing structure)) Equal to Outland Bazaar
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Conditions
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Or - Any (Conditions) are true
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Actions
- Custom script: local effect udg_SFX
- Custom script: local unit udg_Building
- Set Building = (Constructing structure)
- Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
- Special Effect - Create a special effect attached to the origin of Building using SharedModels\Ubirth.mdx
- Set SFX = (Last created special effect)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of Building) Equal to Chaos Citadel
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Then - Actions
- Wait 120.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of Building) Equal to Lyceum
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Then - Actions
- Wait 120.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of Building) Equal to Bastion
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Then - Actions
- Wait 120.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of Building) Equal to Claw Dwelling
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Then - Actions
- Wait 50.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of Building) Equal to Damned Tower
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Then - Actions
- Wait 35.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of Building) Equal to Burning Arrow Tower
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Then - Actions
- Wait 30.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of Building) Equal to Altar of Defilement
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Then - Actions
- Wait 60.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of Building) Equal to Evil Spire
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Then - Actions
- Wait 60.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of Building) Equal to Sanctuary
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Then - Actions
- Wait 45.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of Building) Equal to Demon Gate
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Then - Actions
- Wait 80.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of Building) Equal to Torture Chamber
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Then - Actions
- Wait 60.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of Building) Equal to Cruel Cloister
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Then - Actions
- Wait 60.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of Building) Equal to Shrine of Kil'jaeden
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Then - Actions
- Wait 80.00 seconds
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of Building) Equal to Outland Bazaar
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Then - Actions
- Wait 60.00 seconds
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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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)
-
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)
-
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)
-
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)
-
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)
-
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)
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Building is alive) Equal to True
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Then - Actions
- Special Effect - Destroy SFX
- Animation - Change Building's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
- Else - Actions
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If - Conditions
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Events