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Melee Initialization

Events


Map initialization

Conditions

Actions


For each (Integer A) from 1 to 12, do (Actions)



Loop - Actions




Custom script: set udg_EntangledGoldMines[bj_forLoopAIndex] = CreateGroup()


Custom script: set bj_wantDestroyGroup = true


Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)



Loop - Actions




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





If - Conditions






(Unit-type of (Picked unit)) Equal to Gold Mine





Then - Actions






Unit - Replace (Picked unit) with a Entangled Gold Mine using The new unit's max life and mana






Unit - Change ownership of (Last replaced unit) to (Player((Integer A))) and Change color






Unit Group - Add (Last replaced unit) to EntangledGoldMines[(Integer A)]





Else - Actions
Timed Gold

Events


Time - Every 5.00 seconds of game time

Conditions

Actions


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



Loop - Actions




Unit Group - Pick every unit in EntangledGoldMines[(Player number of (Picked player))] and do (Actions)





Loop - Actions






Set TempForce = (Player group((Picked player)))






Player - Add 10 to (Picked player) Current gold






Floating Text - Create floating text that reads +10 above (Picked unit) with Z offset 0.00, using font size 10.00, color (100.00%, 80.00%, 0.00%), and 0.00% transparency






Floating Text - Hide (Last created floating text) for (All players)






Floating Text - Show (Last created floating text) for TempForce






Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees






Floating Text - Change (Last created floating text): Disable permanence






Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds






Floating Text - Change the fading age of (Last created floating text) to 2.50 seconds






Custom script: call DestroyForce (udg_TempForce)
Not at all, forums are there to disccus!
To your problem, as Pharaoh_ said, automatic gold generation is not possible without triggers![]()
Melee Initialization
Events
Map initialization
Conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
Custom script: set udg_EntangledGoldMines[bj_forLoopAIndex] = CreateGroup()
Melee Initialization

Events


Map initialization

Conditions

Actions


For each (Integer A) from 1 to 12, do (Actions)



Loop - Actions




Custom script: if udg_EntangledGoldMines[bj_forLoopAIndex] == null then




Custom script: set udg_EntangledGoldMines[bj_forLoopAIndex] = CreateGroup()




Custom script: endif
Sorry for nitpicking but groups for indexes 0 and 1 are created at map initialization, thus you leak one unit group with that.
