- Joined
- Feb 17, 2007
- Messages
- 368
This is the hero select system I am using:
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Actions
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Set Hero_Selector[(Player number of (Triggering player))] = (Hero_Selector[(Player number of (Triggering player))] - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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BossPath[(Player number of (Triggering player))] Equal to 1
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Then - Actions
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For each (Integer Path1) from 1 to 7, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Hero_Selector[(Player number of (Triggering player))] Equal to Path1
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Then - Actions
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Set HeroSelectInfo = (Player group((Triggering player)))
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Selection - Select Hero_For_Selection[Path1] for (Triggering player)
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Camera - Lock camera target for (Triggering player) to Hero_For_Selection[Path1], offset by (0.00, 0.00) using Default rotation
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Set Current_Hero[(Player number of (Triggering player))] = (Unit-type of Hero_For_Selection[Path1])
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Custom script: call DestroyForce(udg_HeroSelectInfo)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Hero_Selector[(Player number of (Triggering player))] Equal to 0
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Then - Actions
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Set HeroSelectInfo = (Player group((Triggering player)))
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Camera - Lock camera target for (Triggering player) to Hero_For_Selection[8], offset by (0.00, 0.00) using Default rotation
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Selection - Select Krillin 0003 <gen> for (Triggering player)
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Set Hero_Selector[(Player number of (Triggering player))] = 8
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Set Current_Hero[(Player number of (Triggering player))] = Krillin
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Custom script: call DestroyForce(udg_HeroSelectInfo)
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Else - Actions
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Else - Actions
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Actions
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Set Hero_Selector[(Player number of (Triggering player))] = (Hero_Selector[(Player number of (Triggering player))] + 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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BossPath[(Player number of (Triggering player))] Equal to 1
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Then - Actions
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For each (Integer Path1) from 1 to 8, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Hero_Selector[(Player number of (Triggering player))] Equal to Path1
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Then - Actions
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Set HeroSelectInfo = (Player group((Triggering player)))
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Camera - Lock camera target for (Triggering player) to Hero_For_Selection[Path1], offset by (0.00, 0.00) using Default rotation
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Selection - Select Hero_For_Selection[Path1] for (Triggering player)
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Set Current_Hero[(Player number of (Triggering player))] = (Unit-type of Hero_For_Selection[Path1])
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Custom script: call DestroyForce(udg_HeroSelectInfo)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Hero_Selector[(Player number of (Triggering player))] Equal to 9
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Then - Actions
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Set HeroSelectInfo = (Player group((Triggering player)))
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Camera - Lock camera target for (Triggering player) to Hero_For_Selection[1], offset by (0.00, 0.00) using Default rotation
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Selection - Select Goku 0012 <gen> for (Triggering player)
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Set Hero_Selector[(Player number of (Triggering player))] = 1
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Set Current_Hero[(Player number of (Triggering player))] = Goku
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Custom script: call DestroyForce(udg_HeroSelectInfo)
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Else - Actions
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Else - Actions
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Set Hero_For_Selection[1] = Goku 0012 <gen>
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Set Hero_For_Selection[2] = Gohan 0083 <gen>
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Set Hero_For_Selection[3] = Vegeta 0014 <gen>
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Set Picking_Hero[(Player number of Player 1 (Red))] = True
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Player - Player 1 (Red) skips a cinematic sequence
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Conditions
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Hero_Selected[(Player number of (Triggering player))] Equal to False
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Picking_Hero[(Player number of (Triggering player))] Equal to True
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