- Joined
- Oct 18, 2007
- Messages
- 930
Ok im making a new map called" Car Madness! Capture The Flag " and it works PERFECT but! whenever i use theese triggers it crashes"it makes everyone loose except me!
This trigger starts the timers, but it dosn't crash until the revive [Longer Down]
and i think this has also something to do with it!
This trigger starts the timers, but it dosn't crash until the revive [Longer Down]
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Dies
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Events
- Unit - A unit Dies
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Conditions
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Or - Any (Conditions) are true
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Conditions
- (Unit-type of (Dying unit)) Equal to Power Speciality Car
- (Unit-type of (Dying unit)) Equal to Speed Speciality Car
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Conditions
- LeftBoolean[(Player number of (Owner of (Dying unit)))] Not equal to True
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Or - Any (Conditions) are true
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Actions
- Set TempLocation[(Player number of (Owner of (Dying unit)))] = (Position of (Dying unit))
- Special Effect - Create a special effect at TempLocation[(Player number of (Owner of (Dying unit)))] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
- Special Effect - Destroy (Last created special effect)
- Custom script: call RemoveLocation (udg_TempLocation[GetConvertedPlayerId(GetOwningPlayer(GetDyingUnit()))] )
- Camera - Reset camera for (Owner of (Dying unit)) to standard game-view over 0.00 seconds
- Cinematic - Turn cinematic mode On for (Player group((Owner of (Dying unit)))) over 1.00 seconds
- Camera - Apply Camera 001 <gen> for (Owner of (Dying unit)) over 1.00 seconds
- Camera - Pan camera for (Owner of (Dying unit)) to FlagPoint over 1.00 seconds
- Camera - Rotate camera 360.00 degrees around FlagPoint for (Owner of (Dying unit)) over ((Real((Number of players in Force))) x 3.00) seconds
- Game - Display to (All players) the text: ((Name of (Owner of (Dying unit))) + ( |cffffcc00Have died, He will respawn in + ((String(((Number of players in Force) x 3))) + secconds!!)))
- Unit - Hide (Triggering unit)
- Unit - Make (Triggering unit) Invulnerable
- Unit - Move (Triggering unit) instantly to (Center of Region[(Player number of (Owner of (Triggering unit)))])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Owner of (Dying unit)) Equal to Player 1 (Red)
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Then - Actions
- Countdown Timer - Start DeathTimer1 as a One-shot timer that will expire in ((Real((Number of players in Force))) x 3.00) seconds
- Countdown Timer - Create a timer window for DeathTimer1 with title Death Timer:
- Set DeathTimerWindow1 = (Last created timer window)
- Countdown Timer - Show DeathTimerWindow1 for Player 1 (Red)
- Countdown Timer - Hide DeathTimerWindow1 for Player 2 (Blue)
- Countdown Timer - Hide DeathTimerWindow1 for Player 3 (Teal)
- Countdown Timer - Hide DeathTimerWindow1 for Player 4 (Purple)
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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
- (Owner of (Dying unit)) Equal to Player 2 (Blue)
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Then - Actions
- Countdown Timer - Start DeathTimer2 as a One-shot timer that will expire in ((Real((Number of players in Force))) x 3.00) seconds
- Countdown Timer - Create a timer window for DeathTimer2 with title Death Timer:
- Set DeathTimerWindow2 = (Last created timer window)
- Countdown Timer - Hide DeathTimerWindow2 for Player 1 (Red)
- Countdown Timer - Show DeathTimerWindow2 for Player 2 (Blue)
- Countdown Timer - Hide DeathTimerWindow2 for Player 3 (Teal)
- Countdown Timer - Hide DeathTimerWindow2 for Player 4 (Purple)
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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
- (Owner of (Dying unit)) Equal to Player 3 (Teal)
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Then - Actions
- Countdown Timer - Start DeathTimer3 as a One-shot timer that will expire in ((Real((Number of players in Force))) x 3.00) seconds
- Countdown Timer - Create a timer window for DeathTimer3 with title Death Timer:
- Set DeathTimerWindow3 = (Last created timer window)
- Countdown Timer - Hide DeathTimerWindow3 for Player 1 (Red)
- Countdown Timer - Hide DeathTimerWindow3 for Player 2 (Blue)
- Countdown Timer - Show DeathTimerWindow3 for Player 3 (Teal)
- Countdown Timer - Hide DeathTimerWindow3 for Player 4 (Purple)
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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
- (Owner of (Dying unit)) Equal to Player 4 (Purple)
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Then - Actions
- Countdown Timer - Start DeathTimer4 as a One-shot timer that will expire in ((Real((Number of players in Force))) x 3.00) seconds
- Countdown Timer - Create a timer window for DeathTimer4 with title Death Timer:
- Set DeathTimerWindow4 = (Last created timer window)
- Countdown Timer - Hide DeathTimerWindow4 for Player 1 (Red)
- Countdown Timer - Hide DeathTimerWindow4 for Player 2 (Blue)
- Countdown Timer - Hide DeathTimerWindow4 for Player 3 (Teal)
- Countdown Timer - Show DeathTimerWindow4 for Player 4 (Purple)
- 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
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If (All Conditions are True) then do (Then Actions) else do (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
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Events
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Revive Timer 1
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Events
- Time - DeathTimer1 expires
- Conditions
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Actions
- Cinematic - Turn cinematic mode Off for Player Group - Player 1 (Red) over 1.00 seconds
- Countdown Timer - Destroy DeathTimerWindow1
- Hero - Instantly revive Unit[1] at (Center of Region[1]), Show revival graphics
- Unit - Move Unit[1] instantly to (Center of Region[1]), facing FlagPoint
- Unit - Unhide Unit[1]
- Unit - Make Unit[1] Vulnerable
- Unit - Set life of Unit[1] to 100.00%
- Unit - Set mana of Unit[1] to 50.00%
- Special Effect - Create a special effect attached to the origin of Unit[1] using Abilities\Spells\Human\Polymorph\PolyMorphDoneGround.mdl
- Special Effect - Destroy (Last created special effect)
- Special Effect - Create a special effect attached to the origin of Unit[1] using Abilities\Weapons\Mortar\MortarMissile.mdl
- Set Affect[1] = (Last created special effect)
- Camera - Reset camera for Player 1 (Red) to standard game-view over 0.50 seconds
- Camera - Pan camera as necessary for Player 1 (Red) to (Center of Region[1]) over 0.50 seconds
- Wait 0.50 seconds
- Camera - Lock camera target for (Owner of Unit[1]) to Unit[1], offset by (0.00, 0.00) using Default rotation
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Events
and i think this has also something to do with it!
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Player Leave
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Events
- Time - Every 1.01 seconds of game time
- Conditions
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Actions
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For each (Integer A) from 1 to 4, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Player((Integer A))) slot status) Equal to Has left the game
- LeftBoolean[(Integer A)] Equal to False
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Then - Actions
- Set Loose = (Loose - 1)
- Leaderboard - Remove (Player((Integer A))) from (Last created leaderboard)
- Player Group - Remove (Player((Integer A))) from Force
- Set LeftBoolean[(Integer A)] = True
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Owner of TriggeringUnit) Equal to (Player((Integer A)))
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Then - Actions
- Trigger - Turn off Bump[(Integer A)]
- Unit - Remove Flag! from TriggeringUnit
- Unit - Unhide Flag 0000 <gen>
- Unit - Move Flag 0000 <gen> instantly to FlagPoint
- Special Effect - Create a special effect attached to the origin of Flag 0000 <gen> using Abilities\Spells\Other\Awaken\Awaken.mdl
- Special Effect - Destroy (Last created special effect)
- Special Effect - Create a special effect attached to the origin of Unit[(Integer A)] using Objects\Spawnmodels\Other\NeutralBuildingExplosion\NeutralBuildingExplosion.mdl
- Special Effect - Destroy (Last created special effect)
- Set TriggeringUnit = No unit
- Set FlagHolder[1] = False
- Set FlagHolder[2] = False
- Set FlagHolder[3] = False
- Set FlagHolder[4] = False
- Set Score[1] = 15
- Set Score[2] = 15
- Set Score[3] = 15
- Set Score[4] = 15
- Special Effect - Destroy Effect
- Animation - Play Flag 0000 <gen>'s birth animation
- Trigger - Turn on Flag Pick Up <gen>
- Unit - Kill Unit[(Integer A)]
- Wait 1.00 seconds
- Game - Display to (All players) the text: |cffffcc00Flag is n...
- Animation - Reset Flag 0000 <gen>'s animation
- Else - Actions
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If - Conditions
- Unit - Remove Unit[(Integer A)] from the game
- Set Unit[(Integer A)] = No unit
- Game - Display to (All players) the text: ((Name of (Player((Integer A)))) + Has left the game)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Loose Equal to 0
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Then - Actions
- Player Group - Pick every player in Force and do (Game - Victory (Picked player) (Show dialogs, Show scores))
- Else - Actions
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If - Conditions
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Else - Actions
- Do nothing
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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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Loop - Actions
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For each (Integer A) from 1 to 4, do (Actions)
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Events