- Joined
- Sep 12, 2008
- Messages
- 657
Hey.. i made this "Reive system" If you wanna call it that way..
theres a trigger i called "Preload Units" Its allso used for my Damage detection system.. so ^^
Anwyays.. Its suposed to make that if a unit dies, and owner is dark green or brown,
It creates the unit after 7 seconds,
And makes it appear faded, every 1 sec it reduces a bit of the fade, untill its 0, then it can be controlled again.. (its behing invulnerable'd and paused at start)
Well.. my problem is that i want it mui, but i got no clue how to do it..
i did "wait" and i know it ruins the mui.. but it just shows what it should do.. (on the few units that gets it ;P)
Preload Units:
Gah.. was so simple to edit.. just needed a variable.. damn..
Ohwell.. works fine now
Thanks anyways.. if any 1 was gonna replay anyways >_>
theres a trigger i called "Preload Units" Its allso used for my Damage detection system.. so ^^
Anwyays.. Its suposed to make that if a unit dies, and owner is dark green or brown,
It creates the unit after 7 seconds,
And makes it appear faded, every 1 sec it reduces a bit of the fade, untill its 0, then it can be controlled again.. (its behing invulnerable'd and paused at start)
Well.. my problem is that i want it mui, but i got no clue how to do it..
i did "wait" and i know it ruins the mui.. but it just shows what it should do.. (on the few units that gets it ;P)
Preload Units:
-
Preload Units
-
Events
-
Map initialization
-
-
Conditions
-
Actions
-
Set DD_Group = (Units in (Playable map area))
-
Unit Group - Pick every unit in DD_Group and do (Actions)
-
Loop - Actions
-
Set DD_Count = (DD_Count + 1)
-
Unit - Set the custom value of (Picked unit) to DD_Count
-
Set UnitReviveDestination[DD_Count] = (Position of (Picked unit))
-
-
-
Custom script: call DestroyGroup(udg_DD_Group)
-
-
-
Events
-
Unit Death
-
Events
-
Unit - A unit Dies
-
-
Conditions
-
((Owner of (Dying unit)) Equal to Player 11 (Dark Green)) or ((Owner of (Dying unit)) Equal to Player 12 (Brown))
-
-
Actions
-
Wait 7.00 seconds
-
Unit - Create 1 (Unit-type of (Dying unit)) for (Owner of (Dying unit)) at UnitReviveDestination[(Custom value of (Dying unit))] facing Default building facing degrees
-
Unit - Pause (Last created unit)
-
Unit - Set the custom value of (Last created unit) to (Custom value of (Dying unit))
-
Unit - Add Invulnerable (Neutral) to (Last created unit)
-
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 70.00% transparency
-
Wait 1.00 seconds
-
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 40.00% transparency
-
Wait 1.00 seconds
-
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 25.00% transparency
-
Wait 1.00 seconds
-
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 10.00% transparency
-
Wait 1.00 seconds
-
Animation - Change (Last created unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
-
Unit - Unpause (Last created unit)
-
Unit - Remove Invulnerable (Neutral) from (Last created unit)
-
-
-
VISIBILTY AMAZING TRIGGER
-
Events
-
Map initialization
-
-
Conditions
-
Actions
-
Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
-
-
Gah.. was so simple to edit.. just needed a variable.. damn..
Ohwell.. works fine now
Thanks anyways.. if any 1 was gonna replay anyways >_>
Last edited: