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Turn List
- Events
- Conditions
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Actions
- -------- Mafia 1 --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (player_TurnList[1] slot status) Equal to Is playing
- player_TurnList[1] Not equal to Neutral Passive
- player_CurrentTurn Equal to 1
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Then - Actions
- Set TempUnitGroup = (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to player_Mafia_1))
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Unit Group - Pick every unit in TempUnitGroup and do (Actions)
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Loop - Actions
- Unit - Unpause (Picked unit)
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Loop - Actions
- Custom script: call DestroyGroup(udg_TempUnitGroup)
- Game - Display to (All players) the text: |cffffcc00Mafia 1 w...
- Set TempPoint = (Center of regionSpawn <gen>)
- Camera - Pan camera for player_Mafia_1 to TempPoint over 0.00 seconds
- Custom script: call RemoveLocation(udg_TempPoint)
- Camera - Lock camera target for player_Mafia_1 to Dog 0023 <gen>, offset by (0.00, 0.00) using Default rotation
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Else - Actions
- Set player_CurrentTurn = (player_CurrentTurn + 1)
- Trigger - Run Turn List <gen> (ignoring conditions)
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If - Conditions
- -------- Mafia 2 --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (player_TurnList[2] slot status) Equal to Is playing
- player_TurnList[1] Not equal to Neutral Passive
- player_CurrentTurn Equal to 2
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Then - Actions
- Set TempUnitGroup = (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to player_Mafia_2))
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Unit Group - Pick every unit in TempUnitGroup and do (Actions)
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Loop - Actions
- Unit - Unpause (Picked unit)
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Loop - Actions
- Custom script: call DestroyGroup(udg_TempUnitGroup)
- Game - Display to (All players) the text: |cffffcc00Mafia 2 w...
- Set TempPoint = (Center of regionSpawn <gen>)
- Camera - Pan camera for player_Mafia_2 to TempPoint over 0.00 seconds
- Custom script: call RemoveLocation(udg_TempPoint)
- Camera - Lock camera target for player_Mafia_2 to Dog 0023 <gen>, offset by (0.00, 0.00) using Default rotation
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Else - Actions
- Set player_CurrentTurn = (player_CurrentTurn + 1)
- Trigger - Run Turn List <gen> (ignoring conditions)
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If - Conditions
- -------- Mafia 3 --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (player_TurnList[3] slot status) Equal to Is playing
- player_TurnList[1] Not equal to Neutral Passive
- player_CurrentTurn Equal to 3
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Then - Actions
- Set TempUnitGroup = (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to player_Mafia_3))
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Unit Group - Pick every unit in TempUnitGroup and do (Actions)
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Loop - Actions
- Unit - Unpause (Picked unit)
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Loop - Actions
- Custom script: call DestroyGroup(udg_TempUnitGroup)
- Game - Display to (All players) the text: |cffffcc00Mafia 3 w...
- Set TempPoint = (Center of regionSpawn <gen>)
- Camera - Pan camera for player_Mafia_3 to TempPoint over 0.00 seconds
- Custom script: call RemoveLocation(udg_TempPoint)
- Camera - Lock camera target for player_Mafia_3 to Dog 0023 <gen>, offset by (0.00, 0.00) using Default rotation
- Else - Actions
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If - Conditions
- -------- Bodyguard --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (player_TurnList[4] slot status) Equal to Is playing
- player_TurnList[1] Not equal to Neutral Passive
- player_CurrentTurn Equal to 4
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Then - Actions
- Set TempUnitGroup = (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to player_Bodyguard))
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Unit Group - Pick every unit in TempUnitGroup and do (Actions)
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Loop - Actions
- Unit - Unpause (Picked unit)
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Loop - Actions
- Custom script: call DestroyGroup(udg_TempUnitGroup)
- Game - Display to (All players) the text: |cffffcc00Bodyguard...
- Set TempPoint = (Center of regionSpawn <gen>)
- Camera - Pan camera for player_Bodyguard to TempPoint over 0.00 seconds
- Custom script: call RemoveLocation(udg_TempPoint)
- Camera - Lock camera target for player_Bodyguard to Dog 0023 <gen>, offset by (0.00, 0.00) using Default rotation
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Else - Actions
- Set player_CurrentTurn = (player_CurrentTurn + 1)
- Trigger - Run Turn List <gen> (ignoring conditions)
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If - Conditions
- -------- Doctor --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (player_TurnList[5] slot status) Equal to Is playing
- player_TurnList[1] Not equal to Neutral Passive
- player_CurrentTurn Equal to 5
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Then - Actions
- Set TempUnitGroup = (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to player_Doctor))
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Unit Group - Pick every unit in TempUnitGroup and do (Actions)
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Loop - Actions
- Unit - Unpause (Picked unit)
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Loop - Actions
- Custom script: call DestroyGroup(udg_TempUnitGroup)
- Game - Display to (All players) the text: |cffffcc00Doctor wa...
- Set TempPoint = (Center of regionSpawn <gen>)
- Camera - Pan camera for player_Doctor to TempPoint over 0.00 seconds
- Custom script: call RemoveLocation(udg_TempPoint)
- Camera - Lock camera target for player_Doctor to Dog 0023 <gen>, offset by (0.00, 0.00) using Default rotation
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Else - Actions
- Set player_CurrentTurn = (player_CurrentTurn + 1)
- Trigger - Run Turn List <gen> (ignoring conditions)
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If - Conditions
- -------- Agent --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (player_TurnList[6] slot status) Equal to Is playing
- player_TurnList[1] Not equal to Neutral Passive
- player_CurrentTurn Equal to 6
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Then - Actions
- Set TempUnitGroup = (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to player_Agent))
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Unit Group - Pick every unit in TempUnitGroup and do (Actions)
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Loop - Actions
- Unit - Unpause (Picked unit)
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Loop - Actions
- Custom script: call DestroyGroup(udg_TempUnitGroup)
- Game - Display to (All players) the text: |cffffcc00Agent wak...
- Set TempPoint = (Center of regionSpawn <gen>)
- Camera - Pan camera for player_Agent to TempPoint over 0.00 seconds
- Custom script: call RemoveLocation(udg_TempPoint)
- Camera - Lock camera target for player_Agent to Dog 0023 <gen>, offset by (0.00, 0.00) using Default rotation
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Else - Actions
- Set player_CurrentTurn = (player_CurrentTurn + 1)
- Trigger - Run Turn List <gen> (ignoring conditions)
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If - Conditions
- -------- Sheriff --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (player_TurnList[7] slot status) Equal to Is playing
- player_TurnList[1] Not equal to Neutral Passive
- player_CurrentTurn Equal to 7
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Then - Actions
- Set TempUnitGroup = (Units in (Playable map area) matching ((Owner of (Matching unit)) Equal to player_Sheriff))
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Unit Group - Pick every unit in TempUnitGroup and do (Actions)
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Loop - Actions
- Unit - Unpause (Picked unit)
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Loop - Actions
- Custom script: call DestroyGroup(udg_TempUnitGroup)
- Game - Display to (All players) the text: |cffffcc00Sheriff w...
- Set TempPoint = (Center of regionSpawn <gen>)
- Camera - Pan camera for player_Sheriff to TempPoint over 0.00 seconds
- Custom script: call RemoveLocation(udg_TempPoint)
- Camera - Lock camera target for player_Sheriff to Dog 0023 <gen>, offset by (0.00, 0.00) using Default rotation
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Else - Actions
- Set player_CurrentTurn = (player_CurrentTurn + 1)
- Trigger - Run Turn List <gen> (ignoring conditions)
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If - Conditions
Actually the game closes without a fatal error...
Last edited by a moderator: