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Actions

Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees

Item - Create Tome of Experience at (Position of (Last created unit))

Special Effect - Create a special effect at (Target point of ability being cast) using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl
Actions

Set Temp_Unit_Group = (Units in (Playable map area) owned by Player 1 (Red))

Unit Group - Pick every unit in Temp_Unit_Group and do (Actions)


Loop - Actions



Unit - Kill (Picked unit)

Custom script: call DestroyGroup( udg_Temp_Unit_Group )
Actions

Set Temp_Player_Group = (All players controlled by a User player)

Player Group - Pick every player in Temp_Player_Group and do (Actions)


Loop - Actions



Player - Add 100 to (Picked player).Current gold

Custom script: call DestroyForce( udg_Temp_Player_Group )
Actions

Set Temp_Point = (Center of (Playable map area))

Unit - Create 1 Footman for Player 1 (Red) at Temp_Point facing Default building facing degrees

Custom script: call RemoveLocation( udg_Temp_Point )

-------- --------

Set Temp_Point = (Position of (Last created unit))

Item - Create Tome of Experience at Temp_Point

Custom script: call RemoveLocation( udg_Temp_Point )
Actions

Set Temp_Point = (Center of (Playable map area))

Special Effect - Create a special effect at Temp_Point using Abilities\Spells\Human\ThunderClap\ThunderClapCaster.mdl

Special Effect - Destroy (Last created special effect)

Custom script: call RemoveLocation( udg_Temp_Point )
When using the Point With Polar Offset function you actually need 2 Point variables to avoid the leak:Thank you, thanks to you my map is no longer leaking. As shown in the picture, I didn't do it well and it didn't work. Can you help me? The entire Neutral Hostile group (not including Neutral Hostile champions) that dies will be revived in 3 seconds at the death location. I did but it only revived 1 child, how can I revive them all?
View attachment 472278
Set QUADIE1 = (Position of (Killing unit))
Set QUADIE2 = (QUADIE1 offset by 100.00 towards (Facing of (Killing unit)) degrees)
Respawn NH Units

Events


Unit - A unit owned by Neutral Hostile Dies

Conditions


((Triggering unit) is A Hero) Equal to False

Actions


Wait 3.00 game-time seconds


Set VariableSet NH_Respawn_Point = (Position of (Triggering unit))


Unit - Create 1 (Unit-type of (Triggering unit)) for Neutral Hostile at NH_Respawn_Point facing Default building facing degrees


Custom script: call RemoveLocation( udg_NH_Respawn_Point )

CHIM THAP EVENT

Events


Unit - A unit enters EVENT STARTS <gen>

Conditions


(Unit-type of (Entering unit)) Equal to Albatross

Actions


Set GTHAP = (Units in Monster appears <gen> owned by Neutral Hostile)


Set QUAITHAP = (Center of Monster appears <gen>)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Percentage life of (Entering unit)) Equal to 700.00



Then - Actions




Unit - Create 8 Satyr Hellcaller for Neutral Hostile at QUAITHAP facing Default building facing degrees




Unit - Create 8 Storm Wyrm for Neutral Hostile at QUAITHAP facing Default building facing degrees




Custom script: call RemoveLocation (udg_QUAITHAP)



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Percentage life of (Entering unit)) Equal to 1.00



Then - Actions




Unit Group - Pick every unit in GTHAP and do (Actions)





Loop - Actions




Unit - Remove (Picked unit) from the game



Else - Actions


Custom script: call DestroyGroup (udg_GTHAP)
Your trigger doesn't really make any sense. If you want to track the health (life) of a unit then you need to periodically check it's life. Your trigger currently checks the life the very moment the Albatross enters the Region. This will only happen once, unless it leaves the region and enters again.I did it successfully, thank you, the trigger I posted I want when an animal appears, it will create a game event: when that animal's health drops to 700, a group of monsters will appear, Decreasing it to 1 will make the monsters disappear. I tried but it didn't work. Please help me fix this.![]()
CHIM THAP EVENT

Events


Unit - A unit enters EVENT STARTS <gen>

Conditions


(Unit-type of (Triggering unit)) Equal to Albatross

Actions


Unit Group - Add (Triggering unit) to GTHAP
Events

Time - Every 0.01 seconds of game time
Conditions
Actions

Unit Group - Pick every unit in GTHAP and do (Actions)


Loop - Actions



If (All Conditions are True) then do (Then Actions) else do (Else Actions)




If - Conditions





(Life of (Picked unit)) Less than or equal to 700.00





(There are no enemies)




Then - Actions





-------- Create the enemies --------




Else - Actions



If (All Conditions are True) then do (Then Actions) else do (Else Actions)




If - Conditions





(Life of (Picked unit)) Less than or equal to 1.00




Then - Actions





-------- Remove the enemies --------




Else - Actions
Conditions

(Entering unit) Equal to (Triggering unit)
(Real((Hero level of (Picked unit)))) Equal to 400.00
(Hero level of (Picked unit)) Equal to 400
They said:Sorry my English is not good, it makes it harder for you to help me, thank you for helping me a lot and this is what I want to do. Can you help me see if this event repeating every 5 minutes has any impact or leak?
