- Joined
- Jan 1, 2011
- Messages
- 1,528
So I've come here to post a few triggers that I believe are the culprit of my map desyncing.
If you agree please tell me why and how to fix it ;p
If you agree please tell me why and how to fix it ;p
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Fix Weather Crap
- Events
- Conditions
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Actions
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For each (Integer TempInteger) from 1 to 11, do (Actions)
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Loop - Actions
- Set TempPlayer1 = (Player(TempInteger))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Indoors[TempInteger] Equal to True
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Then - Actions
- Custom script: if GetLocalPlayer() == udg_TempPlayer1 then
- Sound - Remove WeatherSound1 across (Playable map area)
- Sound - Remove WeatherSound2 across (Playable map area)
- Environment - Turn WeatherEffect1 Off
- Environment - Turn WeatherEffect2 Off
- Environment - Set fog to style Linear, z-start 0.00, z-end 99999.00, density 0.00 and color (100.00%, 100.00%, 100.00%)
- Custom script: endif
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Else - Actions
- Custom script: if GetLocalPlayer() == udg_TempPlayer1 then
- Environment - Set fog to style Linear, z-start 0.00, z-end 99999.00, density 0.00 and color (100.00%, 100.00%, 100.00%)
- Custom script: endif
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- CurrentWeather Equal to 1
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Then - Actions
- Custom script: if GetLocalPlayer() == udg_TempPlayer1 then
- Sound - Add WeatherSound2 across (Playable map area)
- Environment - Turn WeatherEffect2 On
- Custom script: endif
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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
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Or - Any (Conditions) are true
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Conditions
- CurrentWeather Equal to 3
- CurrentWeather Equal to 2
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Conditions
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Or - Any (Conditions) are true
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Then - Actions
- Custom script: if GetLocalPlayer() == udg_TempPlayer1 then
- Sound - Add WeatherSound1 across (Playable map area)
- Environment - Turn WeatherEffect1 On
- Custom script: endif
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Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- CurrentWeather Equal to 4
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Then - Actions
- Custom script: if GetLocalPlayer() == udg_TempPlayer1 then
- Sound - Add WeatherSound1 across (Playable map area)
- Sound - Add WeatherSound2 across (Playable map area)
- Environment - Turn WeatherEffect1 On
- Environment - Turn WeatherEffect2 On
- Custom script: endif
- 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
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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 - Conditions
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Loop - Actions
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For each (Integer TempInteger) from 1 to 11, do (Actions)
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House Leave
-
Events
- Unit - A unit enters Leave House <gen>
- Conditions
-
Actions
- Set TempUnit = (Triggering unit)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of TempUnit) Not equal to Bag
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Then - 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 TempUnit) Not equal to Player 12 (Brown)
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Then - Actions
- Set TempPlayer2 = (Owner of TempUnit)
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Else - Actions
- Set TempPlayer2 = Spirit
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If - Conditions
- Custom script: if GetLocalPlayer() == udg_TempPlayer2 then
- Destructible - Show Log Roof 0970 <gen>
- Destructible - Show Log Roof 0971 <gen>
- Destructible - Show Log Roof 0972 <gen>
- Destructible - Show Log Roof 0973 <gen>
- Destructible - Show Log Roof 0974 <gen>
- Destructible - Show Log Roof 0975 <gen>
- Destructible - Show Log Roof 0976 <gen>
- Destructible - Show Log Roof 0977 <gen>
- Custom script: endif
- Trigger - Turn on Fix Buffs <gen>
- Unit Group - Remove TempUnit from InDoorGroup
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For each (Integer TempInteger) from 1 to 11, 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
- TempUnit Equal to Survivor[TempInteger]
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Then - Actions
- Set Indoors[TempInteger] = False
- 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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Loop - Actions
- Trigger - Run Fix Weather Crap <gen> (ignoring conditions)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
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If - Conditions
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Events