- Joined
- Apr 27, 2008
- Messages
- 94
I am working on a map that has a hybrid game play of hero wars/dota and hero line wars. However, there are huge delay problems with the games. I believe that it has to do with the summoning trigger(s). Yes, I admit that they are pretty big for a trigger that is going off all of the time, but they get the job done. The summoning trigger does three main things, first it causes your bought unit to summon in your summoning region, second it causes a scaling smaller portion of your summons to summon as enemy units in the enemy summon, and lastly it tells noobs what to do once they summon for their first time.
If someone could tell me what exactly is causing the delay (not lag, for i would think that too many executions would cause lag), and explain a solution I would be extremely grateful...
You can play the map and see the problem for yourself (Hero Line Armageddon 1.1.2 - The Hive Workshop - A Warcraft III Modding Site) for this might help put it into context.
The delay usually happens with more than 8ish players.
Here are the scripts below:
Is it just the sheer size of the triggers with all of the if/then/else functions? If so, please float an idea on how i would do a similar thing without this.
If someone could tell me what exactly is causing the delay (not lag, for i would think that too many executions would cause lag), and explain a solution I would be extremely grateful...
You can play the map and see the problem for yourself (Hero Line Armageddon 1.1.2 - The Hive Workshop - A Warcraft III Modding Site) for this might help put it into context.
The delay usually happens with more than 8ish players.
Here are the scripts below:
-
Summoning
-
Events
- Unit - A unit Sells a unit
-
Conditions
-
Or - Any (Conditions) are true
-
Conditions
- (Unit-type of (Triggering unit)) Equal to Summoning Shrine [Red]
- (Unit-type of (Triggering unit)) Equal to Summoning Shrine [Red]
- (Unit-type of (Triggering unit)) Equal to Summoning Shrine [Blue]
- (Unit-type of (Triggering unit)) Equal to Summoning Shrine [Blue]
-
Conditions
-
Or - Any (Conditions) are true
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Integer_Lane[(Player number of (Owner of (Triggering unit)))] Not equal to 0
-
Then - Actions
- Set Integer_Income[(Player number of (Owner of (Sold unit)))] = (Integer_Income[(Player number of (Owner of (Triggering unit)))] + (Point-value of (Sold unit)))
- Set Integer = (Random integer number between 1 and 7)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Integer Equal to 1
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Militia
-
Then - Actions
- Set UnitType = Archer
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Ghoul
-
Then - Actions
- Set UnitType = Rifleman
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Footman
-
Then - Actions
- Set UnitType = Headhunter
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Grunt
-
Then - Actions
- Set UnitType = Crypt Fiend
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Shaman
-
Then - Actions
- Set UnitType = Witch Doctor
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Huntress
-
Then - Actions
- Set UnitType = Banshee
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Druid of the Claw
-
Then - Actions
- Set UnitType = Dryad
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Spell Breaker
-
Then - Actions
- Set UnitType = Gargoyle
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Raider
-
Then - Actions
- Set UnitType = Wyvern
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- (Unit-type of (Sold unit)) Equal to Knight
- (Unit-type of (Sold unit)) Equal to Knight [Q]
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set UnitType = Gryphon Rider
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- (Unit-type of (Sold unit)) Equal to Tauren
- (Unit-type of (Sold unit)) Equal to Tauren [W]
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set UnitType = Chimaera
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- (Unit-type of (Sold unit)) Equal to Abomination
- (Unit-type of (Sold unit)) Equal to Abomination [E]
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set UnitType = Frost Wyrm
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Mountain Giant
-
Then - Actions
- Set UnitType = Mountain Giant
-
Else - Actions
- Do nothing
-
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
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Murloc
-
Then - Actions
- Set UnitType = Arachnathid
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Bandit
-
Then - Actions
- Set UnitType = Brigand
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Gnoll
-
Then - Actions
- Set UnitType = Gnoll Poacher
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Kobald
-
Then - Actions
- Set UnitType = Kobald Geomancer
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Forest Troll
-
Then - Actions
- Set UnitType = Forest Troll High Priest
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Centaur
-
Then - Actions
- Set UnitType = Centaur Archer
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Draenei
-
Then - Actions
- Set UnitType = Succubus
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Furbolg
-
Then - Actions
- Set UnitType = Lightning Lizard
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Sea Giant
-
Then - Actions
- Set UnitType = Ancient Hydra
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- (Unit-type of (Sold unit)) Equal to Battle Golem
- (Unit-type of (Sold unit)) Equal to Battle Golem [Q]
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set UnitType = Infernal Juggernaut
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- (Unit-type of (Sold unit)) Equal to Ogre
- (Unit-type of (Sold unit)) Equal to Ogre [W]
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set UnitType = Harpy
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- (Unit-type of (Sold unit)) Equal to Magnataur
- (Unit-type of (Sold unit)) Equal to Magnataur [E]
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set UnitType = Blue Dragon
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Sasquatch
-
Then - Actions
- Set UnitType = Sasquatch
-
Else - Actions
- Do nothing
-
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
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
- Set UnitType = (Unit-type of (Sold unit))
-
If - Conditions
- Unit - Remove (Sold unit) from the game
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Owner of (Triggering unit)) is in PlayerGroup_TeamOne) Equal to True
-
Then - Actions
- Unit - Create 1 UnitType for Neutral Victim at (Random point in Region_Summon[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
- Unit - Order (Last created unit) to Attack-Move To (Random point in Region_Send[(Player number of (Owner of (Triggering unit)))])
- Unit - Change color of (Last created unit) to (Color of (Owner of (Triggering unit)))
- Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))
- Player - Add 1 to (Owner of (Triggering unit)) Food used
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
And - All (Conditions) are true
-
Conditions
- (Region 000 <gen> contains (Last created unit)) Equal to True
- Integer_TeamOneMass[1] Greater than 0
-
Conditions
-
And - All (Conditions) are true
-
Conditions
- (Region 001 <gen> contains (Last created unit)) Equal to True
- Integer_TeamOneMass[2] Greater than 0
-
Conditions
-
And - All (Conditions) are true
-
Conditions
- (Region 006 <gen> contains (Last created unit)) Equal to True
- Integer_TeamOneMass[3] Greater than 0
-
Conditions
-
And - All (Conditions) are true
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set Integer = (Random integer number between 1 and 2)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Integer Equal to 1
-
Then - Actions
- Unit - Create 1 UnitType for Neutral Victim at (Random point in Region_Summon[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
- Unit - Order (Last created unit) to Attack-Move To (Random point in Region_Send[(Player number of (Owner of (Triggering unit)))])
- Unit - Change color of (Last created unit) to (Color of (Owner of (Triggering unit)))
- Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))
- Player - Add 1 to (Owner of (Triggering unit)) Food used
-
Else - Actions
- Do nothing
-
If - Conditions
-
Else - Actions
- Do nothing
-
If - Conditions
-
Else - Actions
- Unit - Create 1 UnitType for Neutral Extra at (Random point in Region_Summon[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
- Unit - Order (Last created unit) to Attack-Move To (Random point in Region_Send[(Player number of (Owner of (Triggering unit)))])
- Unit - Change color of (Last created unit) to (Color of (Owner of (Triggering unit)))
- Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))
- Player - Add 1 to (Owner of (Triggering unit)) Food used
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
-
And - All (Conditions) are true
-
Conditions
- (Region 000 <gen> contains (Last created unit)) Equal to True
- Integer_TeamTwoMass[1] Greater than 0
-
Conditions
-
And - All (Conditions) are true
-
Conditions
- (Region 001 <gen> contains (Last created unit)) Equal to True
- Integer_TeamTwoMass[2] Greater than 0
-
Conditions
-
And - All (Conditions) are true
-
Conditions
- (Region 006 <gen> contains (Last created unit)) Equal to True
- Integer_TeamTwoMass[3] Greater than 0
-
Conditions
-
And - All (Conditions) are true
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Set Integer = (Random integer number between 1 and 2)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Integer Equal to 1
-
Then - Actions
- Unit - Create 1 UnitType for Neutral Extra at (Random point in Region_Summon[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
- Unit - Order (Last created unit) to Attack-Move To (Random point in Region_Send[(Player number of (Owner of (Triggering unit)))])
- Unit - Change color of (Last created unit) to (Color of (Owner of (Triggering unit)))
- Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))
- Player - Add 1 to (Owner of (Triggering unit)) Food used
-
Else - Actions
- Do nothing
-
If - Conditions
-
Else - Actions
- Do nothing
-
If - Conditions
-
If - Conditions
-
Else - Actions
- Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cff00ff00Please en...
- Unit - Remove (Sold unit) from the game
- Player - Add ((Point-value of (Sold unit)) x 5) to (Owner of (Triggering unit)) Current gold
- Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Region 010 <gen>) over 0.00 seconds
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
Advanced Summoning
-
Events
- Unit - A unit Sells a unit
-
Conditions
- Integer_Rounds Less than or equal to 15
-
Or - Any (Conditions) are true
-
Conditions
- (Unit-type of (Triggering unit)) Equal to Summoning Shrine [Red]
- (Unit-type of (Triggering unit)) Equal to Summoning Shrine [Blue]
-
Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Integer_Noob[(Player number of (Owner of (Triggering unit)))] Equal to 0
-
Then - Actions
- Set Integer_Noob[(Player number of (Owner of (Triggering unit)))] = 1
-
Unit Group - Pick every unit in (Random 1 units from (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is A Hero) Equal to True))) and do (Actions)
-
Loop - Actions
- Camera - Pan camera for (Owner of (Picked unit)) to (Center of Region_Summon[(Player number of (Owner of (Triggering unit)))]) over 0.00 seconds
- Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cff00ff00Good job,...
- Cinematic - Ping minimap for (Player group((Owner of (Triggering unit)))) at (Center of Region_Send[(Player number of (Owner of (Triggering unit)))]) for 5.00 seconds, using a Simple ping of color (0.00%, 100.00%, 0.00%)
-
Loop - Actions
- Wait 1.00 game-time seconds
-
Unit Group - Pick every unit in (Random 1 units from (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is A Hero) Equal to True))) and do (Actions)
-
Loop - Actions
- Unit - Order (Picked unit) to Attack-Move To (Center of Region_Send[(Player number of (Owner of (Triggering unit)))])
- Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cff00ff00Push your...
- Camera - Pan camera for (Owner of (Triggering unit)) to (Center of Region_Send[(Player number of (Owner of (Triggering unit)))]) over 3.00 seconds
-
Loop - Actions
- Wait 5.00 game-time seconds
-
Unit Group - Pick every unit in (Random 1 units from (Units owned by (Owner of (Triggering unit)) matching (((Matching unit) is A Hero) Equal to True))) and do (Actions)
-
Loop - Actions
- Game - Display to (Player group((Owner of (Triggering unit)))) the text: |cff00ff00Good luck
- Camera - Pan camera for (Owner of (Triggering unit)) to (Position of (Picked unit)) over 0.00 seconds
- Selection - Select (Picked unit) for (Owner of (Triggering unit))
-
Loop - Actions
-
Else - Actions
- Do nothing
-
If - Conditions
- Set Integer = (Random integer number between 1 and Integer_Rounds)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Integer Equal to 1
- Integer_Lane[(Player number of (Owner of (Triggering unit)))] Not equal to 0
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ((Owner of (Triggering unit)) is in PlayerGroup_TeamOne) Equal to True
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Militia
-
Then - Actions
- Set UnitType = Murloc
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Ghoul
-
Then - Actions
- Set UnitType = Bandit
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Footman
-
Then - Actions
- Set UnitType = Gnoll
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Grunt
-
Then - Actions
- Set UnitType = Kobald
-
Else - Actions
- Do nothing
-
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
- Set Integer = (Random integer number between 1 and 7)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Integer Equal to 1
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Murloc
-
Then - Actions
- Set UnitType = Arachnathid
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Bandit
-
Then - Actions
- Set UnitType = Brigand
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Gnoll
-
Then - Actions
- Set UnitType = Gnoll Poacher
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Kobald
-
Then - Actions
- Set UnitType = Kobald Geomancer
-
Else - Actions
- Do nothing
-
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)
-
Else - Actions
- Do nothing
-
If - Conditions
- Unit - Create 1 UnitType for Neutral Extra at (Random point in Region_Send[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
- Unit - Order (Last created unit) to Attack-Move To (Random point in Region_Summon[(Player number of (Owner of (Triggering unit)))])
- Unit - Change color of (Last created unit) to Black
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Murloc
-
Then - Actions
- Set UnitType = Militia
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Bandit
-
Then - Actions
- Set UnitType = Ghoul
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Gnoll
-
Then - Actions
- Set UnitType = Footman
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Sold unit)) Equal to Kobald
-
Then - Actions
- Set UnitType = Grunt
-
Else - Actions
- Do nothing
-
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
- Set Integer = (Random integer number between 1 and 7)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Integer Equal to 1
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- UnitType Equal to Militia
-
Then - Actions
- Set UnitType = Archer
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- UnitType Equal to Ghoul
-
Then - Actions
- Set UnitType = Rifleman
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- UnitType Equal to Footman
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Then - Actions
- Set UnitType = Headhunter
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Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- UnitType Equal to Grunt
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Then - Actions
- Set UnitType = Crypt Fiend
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Else - Actions
- Do nothing
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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)
-
Else - Actions
- Do nothing
-
If - Conditions
- Unit - Create 1 UnitType for Neutral Victim at (Random point in Region_Send[(Player number of (Owner of (Triggering unit)))]) facing Default building facing degrees
- Unit - Order (Last created unit) to Attack-Move To (Random point in Region_Summon[(Player number of (Owner of (Triggering unit)))])
- Unit - Change color of (Last created unit) to Black
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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)
-
Else - Actions
- Do nothing
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
Is it just the sheer size of the triggers with all of the if/then/else functions? If so, please float an idea on how i would do a similar thing without this.