PLease fix these triggers, make them leakless if they're not already..am I doing them right?
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create house props
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Events
- Unit - A unit owned by Player 1 (Red) Finishes construction
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Conditions
- (Unit-type of (Constructed structure)) Equal to House
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Actions
- Set IntegerA = (Random integer number between 1 and 100)
- Set Temp_Point = ((Position of (Constructed structure)) offset by (50.00, 80.00))
- If (IntegerA Less than or equal to 25) then do (Destructible - Create a Crates at Temp_Point facing (Random angle) with scale 0.50 and variation 0) else do (Do nothing)
- Custom script: call RemoveLocation (udg_Temp_Point)
- Set Temp_Point = ((Position of (Constructed structure)) offset by (50.00, -100.00))
- If (IntegerA Less than or equal to 50) then do (Destructible - Create a Barrel at Temp_Point facing (Random angle) with scale 0.50 and variation 0) else do (Do nothing)
- Custom script: call RemoveLocation (udg_Temp_Point)
- Set Temp_Point = ((Position of (Constructed structure)) offset by (-100.00, -50.00))
- If (IntegerA Less than or equal to 30) then do (Destructible - Create a Crates at Temp_Point facing (Random angle) with scale 0.60 and variation 0) else do (Do nothing)
- Custom script: call RemoveLocation (udg_Temp_Point)
- Set Temp_Point = ((Position of (Constructed structure)) offset by (-100.00, 50.00))
- If (IntegerA Less than or equal to 35) then do (Destructible - Create a Barrel at ((Position of (Constructed structure)) offset by (-100.00, 50.00)) facing (Random angle) with scale 0.50 and variation 0) else do (Do nothing)
- Custom script: call RemoveLocation (udg_Temp_Point)
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Events
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fog Copy Events
- Game - The in-game time of day becomes Equal to 4.00
- Conditions
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Actions
- Environment - Create at (Playable map area) the weather effect Dungeon White Fog (Heavy)
- Environment - Turn (Last created weather effect) On
- Environment - Set fog to style Linear, z-start 5000.00, z-end 5000.00, density 0.00 and color (85.00%, 90.00%, 100.00%)
- Wait 5.00 seconds
- Environment - Set fog to style Linear, z-start 4000.00, z-end 5000.00, density 0.01 and color (85.00%, 90.00%, 100.00%)
- Wait 5.00 seconds
- Environment - Set fog to style Linear, z-start 4000.00, z-end 5000.00, density 0.02 and color (85.00%, 90.00%, 100.00%)
- Wait 5.00 seconds
- Environment - Set fog to style Linear, z-start 4000.00, z-end 5000.00, density 0.03 and color (85.00%, 90.00%, 100.00%)
- Wait 5.00 seconds
- Environment - Set fog to style Linear, z-start 3000.00, z-end 5000.00, density 0.05 and color (85.00%, 90.00%, 100.00%)
- Wait 5.00 seconds
- Environment - Set fog to style Linear, z-start 2000.00, z-end 5000.00, density 0.08 and color (85.00%, 90.00%, 100.00%)
- Wait 5.00 seconds
- Environment - Set fog to style Linear, z-start 3000.00, z-end 5000.00, density 0.05 and color (85.00%, 90.00%, 100.00%)
- Wait 5.00 seconds
- Environment - Set fog to style Linear, z-start 4000.00, z-end 5000.00, density 0.03 and color (100.00%, 100.00%, 100.00%)
- Wait 5.00 seconds
- Environment - Set fog to style Linear, z-start 5000.00, z-end 5000.00, density 0.01 and color (100.00%, 100.00%, 100.00%)
- Wait 5.00 seconds
- Environment - Set fog to style Linear, z-start 5000.00, z-end 5000.00, density 0.00 and color (100.00%, 100.00%, 100.00%)
- Wait 3.00 seconds
- Environment - Reset fog to default values
- Environment - Remove (Last created weather effect)
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lbashaws Events
- Time - Every 20.00 seconds of game time
- Conditions
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Actions
- Set Temp_Group = (Random 1 units from (Units of type House))
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Unit Group - Pick every unit in Temp_Group and do (Actions)
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Loop - Actions
- Unit - Order (Picked unit) to Unload (Random unit from (Units of type Citizen kid2))
- Unit - Order (Picked unit) to Unload (Random unit from (Units of type Citizen man1))
- Unit - Order (Picked unit) to Unload (Random unit from (Units of type Citizen man2))
- Unit - Order (Picked unit) to Unload (Random unit from (Units of type Citizen woman))
- Unit - Order (Picked unit) to Unload (Random unit from (Units of type Dog (Level 1)))
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Loop - Actions
- Custom script: call DestroyGroup (udg_Temp_Group)
- Set Temp_Group = (Random 1 units from (Units of type House2))
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Unit Group - Pick every unit in Temp_Group and do (Actions)
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Loop - Actions
- Unit - Order (Picked unit) to Unload (Random unit from (Units of type Citizen kid1))
- Unit - Order (Picked unit) to Unload (Random unit from (Units of type Citizen kid2))
- Unit - Order (Picked unit) to Unload (Random unit from (Units of type Citizen man1))
- Unit - Order (Picked unit) to Unload (Random unit from (Units of type Citizen man2))
- Unit - Order (Picked unit) to Unload (Random unit from (Units of type Citizen woman))
- Unit - Order (Picked unit) to Unload (Random unit from (Units of type Dog (Level 1)))
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Loop - Actions
- Custom script: call DestroyGroup (udg_Temp_Group)
- Set Temp_Group = (Random 1 units from (Units of type House3))
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Unit Group - Pick every unit in Temp_Group and do (Actions)
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Loop - Actions
- Unit - Order (Picked unit) to Unload (Random unit from (Units of type Citizen kid1))
- Unit - Order (Picked unit) to Unload (Random unit from (Units of type Citizen kid2))
- Unit - Order (Picked unit) to Unload (Random unit from (Units of type Citizen man1))
- Unit - Order (Picked unit) to Unload (Random unit from (Units of type Citizen man2))
- Unit - Order (Picked unit) to Unload (Random unit from (Units of type Citizen woman))
- Unit - Order (Picked unit) to Unload (Random unit from (Units of type Dog (Level 1)))
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Loop - Actions
- Custom script: call DestroyGroup (udg_Temp_Group)