- Joined
- Jun 1, 2009
- Messages
- 87
hi i have done a tower combination trigger, just asking how i can make it better, because right now i am making it do, if 2 towers that can combine r on the field, ur unit gains a research option.
once u click the research it removes a random tower of the same type and places a new tower down. it works fine if there is only 1 type of each, but if there is 2, it gets a bit messy.
so anyone know wat i can do to make it better? i think i would need a new system all together, can u suggestion one for me? or link me to one thats already made.
once u click the research it removes a random tower of the same type and places a new tower down. it works fine if there is only 1 type of each, but if there is 2, it gets a bit messy.
so anyone know wat i can do to make it better? i think i would need a new system all together, can u suggestion one for me? or link me to one thats already made.
-
DarkLight
-

Events
-


Unit - A unit Finishes research
-
-

Conditions
-


(Researched tech-type) Equal to Dark Light
-
-

Actions
-


Set tempgroup = (Units owned by (Owner of (Researching unit)) of type Dark Tower Level 3)
-


Unit - Remove (Random unit from tempgroup) from the game
-


Custom script: call DestroyGroup (udg_tempgroup)
-


Set tempgroup = (Units owned by (Owner of (Researching unit)) of type Light Tower Level 5)
-


Unit - Remove (Random unit from tempgroup) from the game
-


Custom script: call DestroyGroup (udg_tempgroup)
-


Set tempPoint = (Position of (Researching unit))
-


Unit - Create 1 Dark Light for (Owner of (Researching unit)) at tempPoint facing Default building facing degrees
-


Special Effect - Create a special effect at tempPoint using Abilities\Spells\Orc\WarStomp\WarStompCaster.mdl
-


Special Effect - Destroy (Last created special effect)
-


Custom script: call RemoveLocation (udg_tempPoint)
-
-
