- Joined
- Jun 20, 2017
- Messages
- 380
How to fix this trigger?
1. When my unit dies, I will go to the enemy group as mini vampires, so my building and other unit will be removed after 30 seconds and their color changes to black and they cannot attack.
2. How to limit the mini vampires when there is 2 vampires in the game, the limit of the mini vampire is 3, But when there is 1 vampire, the limit of mini vampire is 4, And if there are 2 vampires and 3 mini vampires in this game, other humans cannot return as a minion when they die.
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Humans Dead
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Events
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Unit - A unit Dies
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Conditions
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((Dying unit) is in UnitGroup_Humans) Equal to (==) True
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Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Integer_InGameHumans Greater than (>) 0
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Then - Actions
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Set Integer_InGameHumans = (Integer_InGameHumans - 1)
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Else - Actions
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Do Multiple ActionsFor each (Integer A) from 1 to 10, do (Actions)
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Loop - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Triggering player) Equal to (==) (Player((Integer A)))
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Then - Actions
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Sound - Play VarimathrasPissed6 <gen>
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Game - Display to (All players) the text: (String_PlayerColors[(Player number of (Player((Integer A))))] + has fallen.)
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Set Integer_Claim[((Integer A) - 1)] = 0
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Else - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Owner of (Killing unit)) is in PlayerGroup_Vampires) Equal to (==) True
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Then - Actions
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Player Group - Remove (Owner of (Dying unit)) from PlayerGroup_Humans
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Do Multiple ActionsFor each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Owner of (Killing unit)) Equal to (==) (Player((Integer A)))
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Then - Actions
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Player Group - Add (Owner of (Dying unit)) to PlayerGroup_Vampires
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Set Integer_InGameVampires = (Integer_InGameVampires + 1)
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Unit - Create 1 Balnazzar (Evil) for (Owner of (Dying unit)) at (Center of 002 Spawn Vampires <gen>) facing Default building facing (270.0) degrees
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Game - Display to (All players) the text: (There are |cffffff00 + (((String(Integer_InGameHumans)) + |rHumans and |cffffff00) + ((String(Integer_InGameVampires)) + |rVampires are still alive.)))
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Hero - Create Vampiric Research Center and give it to (Last created unit)
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Hero - Create Scroll of Recall and give it to (Last created unit)
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Player - Set (Owner of (Last created unit)) Current gold to 50
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Player - Set (Owner of (Last created unit)) Current lumber to 0
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Set Integer_Leak[(Player number of (Owner of (Last created unit)))] = 0
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Set Point_Visibility = (Position of Shop 1 0010 <gen>)
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Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility from Point_Visibility to a radius of 512.00
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Custom script: call RemoveLocation(udg_Point_Visibility)
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Set Point_Visibility = (Position of Shop 2 0021 <gen>)
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Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility from Point_Visibility to a radius of 512.00
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Custom script: call RemoveLocation(udg_Point_Visibility)
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Set Point_Visibility = (Position of Shop 3 0027 <gen>)
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Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility from Point_Visibility to a radius of 512.00
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Custom script: call RemoveLocation(udg_Point_Visibility)
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Set Point_Visibility = (Position of Shop 4 0011 <gen>)
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Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility from Point_Visibility to a radius of 512.00
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Custom script: call RemoveLocation(udg_Point_Visibility)
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Set Point_Visibility = (Position of Shop 5 0015 <gen>)
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Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility from Point_Visibility to a radius of 512.00
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Custom script: call RemoveLocation(udg_Point_Visibility)
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Set Point_Visibility = (Position of Shop 6 0012 <gen>)
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Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility from Point_Visibility to a radius of 512.00
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Custom script: call RemoveLocation(udg_Point_Visibility)
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Set Point_Visibility = (Position of Shop Staff 0013 <gen>)
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Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility from Point_Visibility to a radius of 512.00
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Custom script: call RemoveLocation(udg_Point_Visibility)
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Set Point_Visibility = (Position of Shop Vampiric 0019 <gen>)
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Visibility - Create an initially Enabled visibility modifier for (Owner of (Dying unit)) emitting Visibility from Point_Visibility to a radius of 512.00
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Custom script: call RemoveLocation(udg_Point_Visibility)
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Else - Actions
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Player Group - Add (Owner of (Dying unit)) to PlayerGroup_HumansDead
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Do Multiple ActionsFor each (Integer B) from 1 to 3, do (Actions)
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Loop - Actions
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Multiboard - Set the text for Multiboard[(Integer B)] item in column 1, row (Integer_RowPlayers[(Player number of (Triggering player))] + 2) to (String_PlayerColors[(Player number of (Triggering player))] + (Dead)|r)
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)) matching (((Unit-type of (Matching unit)) Not equal to (!=) Balnazzar (Evil)) and ((((Matching unit) is A structure) Not equal to (!=) True) and (((Matching unit) is A Hero) Equal to (==) True)))) and do (Actions)
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Loop - Actions
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Unit - Remove (Picked unit) from the game
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units in (Playable map area) owned by (Owner of (Dying unit))) and do (Actions)
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Loop - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Multiple ConditionsOr - Any (Conditions) are true
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Conditions
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(Unit-type of (Picked unit)) Equal to (==) Builder (Male)
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(Unit-type of (Picked unit)) Equal to (==) Builder (Female)
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Then - Actions
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Unit - Remove (Picked unit) from the game
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Else - Actions
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Unit - Change ownership of (Picked unit) to Neutral Hostile and Retain color
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Animation - Change (Picked unit)'s vertex coloring to (50.00%, 50.00%, 50.00%) with 50.00% transparency
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Unit - Pause (Picked unit)
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)) matching ((((Matching unit) is A structure) Equal to (==) True) and (((Matching unit) belongs to an enemy of (Owner of (Dying unit))) Equal to (==) True))) and do (Actions)
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Loop - Actions
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Player Group - Make PlayerGroup_Humans treat (Player group((Owner of (Dying unit)))) as an Enemy
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Player Group - Make (Player group((Owner of (Dying unit)))) treat PlayerGroup_Humans as an Enemy
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units owned by (Owner of (Dying unit)) matching (((Unit-type of (Matching unit)) Equal to (==) Balnazzar (Evil)) and (((Matching unit) belongs to an ally of (Owner of (Killing unit))) Equal to (==) True))) and do (Actions)
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Loop - Actions
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Player Group - Make PlayerGroup_Vampires treat (Player group((Owner of (Dying unit)))) as an Ally with shared vision
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Player Group - Make (Player group((Owner of (Dying unit)))) treat PlayerGroup_Vampires as an Ally with shared vision
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2. How to limit the mini vampires when there is 2 vampires in the game, the limit of the mini vampire is 3, But when there is 1 vampire, the limit of mini vampire is 4, And if there are 2 vampires and 3 mini vampires in this game, other humans cannot return as a minion when they die.
Last edited: