- Joined
- Jan 6, 2008
- Messages
- 2,627
Hi, ive gotten Tige_R's Movement system, and i want him to go Backwards, here are the triggers ive gotten, thats making him move + Backwards variable..
I hope you figure out a way, + rep to the helpers.
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Lock Behind Presses
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Events
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Player - Player 1 (Red) Presses the Down Arrow key
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Player - Player 2 (Blue) Presses the Down Arrow key
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Player - Player 3 (Teal) Presses the Down Arrow key
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Player - Player 4 (Purple) Presses the Down Arrow key
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Player - Player 5 (Yellow) Presses the Down Arrow key
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Player - Player 6 (Orange) Presses the Down Arrow key
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Player - Player 7 (Green) Presses the Down Arrow key
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Player - Player 8 (Pink) Presses the Down Arrow key
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Player - Player 9 (Gray) Presses the Down Arrow key
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Player - Player 10 (Light Blue) Presses the Down Arrow key
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Player - Player 11 (Dark Green) Presses the Down Arrow key
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Player - Player 12 (Brown) Presses the Down Arrow key
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Conditions
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Actions
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Set Control_Boolean4[(Player number of (Triggering player))] = True
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Lock Behind Releases
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Events
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Player - Player 1 (Red) Releases the Down Arrow key
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Player - Player 2 (Blue) Releases the Down Arrow key
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Player - Player 3 (Teal) Releases the Down Arrow key
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Player - Player 4 (Purple) Releases the Down Arrow key
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Player - Player 5 (Yellow) Releases the Down Arrow key
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Player - Player 6 (Orange) Releases the Down Arrow key
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Player - Player 7 (Green) Releases the Down Arrow key
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Player - Player 8 (Pink) Releases the Down Arrow key
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Player - Player 9 (Gray) Releases the Down Arrow key
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Player - Player 10 (Light Blue) Releases the Down Arrow key
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Player - Player 11 (Dark Green) Releases the Down Arrow key
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Player - Player 12 (Brown) Releases the Down Arrow key
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Conditions
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Actions
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For each (Integer A) from 1 to 12, 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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Moving_units[(Integer A)] Not equal to No unit
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Then - 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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Control_Boolean4[(Integer A)] Equal to True
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Then - Actions
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Set Leak_point[6] = (Position of Moving_units[(Integer A)])
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Set Leak_point[7] = (Leak_point[6] offset by -100.00 towards (Facing of Moving_units[(Integer A)]) degrees)
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Set Control_Boolean4[(Player number of (Triggering player))] = False
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Unit - Order Moving_units[(Integer A)] to Move To Leak_point[7]
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Custom script: call RemoveLocation(udg_Leak_point[6])
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Custom script: call RemoveLocation(udg_Leak_point[7])
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Else - Actions
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Else - Actions
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Moving unit
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Events
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Player - Player 1 (Red) Selects a unit
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Player - Player 2 (Blue) Selects a unit
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Player - Player 3 (Teal) Selects a unit
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Player - Player 4 (Purple) Selects a unit
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Player - Player 5 (Yellow) Selects a unit
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Player - Player 6 (Orange) Selects a unit
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Player - Player 7 (Green) Selects a unit
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Player - Player 8 (Pink) Selects a unit
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Player - Player 9 (Gray) Selects a unit
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Player - Player 10 (Light Blue) Selects a unit
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Player - Player 11 (Dark Green) Selects a unit
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Player - Player 12 (Brown) Selects a unit
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Conditions
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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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(Triggering unit) Not equal to Moving_units[(Player number of (Triggering player))]
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Moving_units[(Player number of (Triggering player))] Not equal to No unit
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Then - Actions
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Unit - Set Moving_units[(Player number of (Triggering player))] movement speed to (Default movement speed of Moving_units[(Player number of (Triggering player))])
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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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(Triggering unit) Not equal to Moving_units[(Player number of (Triggering player))]
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(Owner of (Triggering unit)) Equal to (Triggering player)
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Then - Actions
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Set Moving_units[(Player number of (Triggering player))] = (Triggering unit)
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Else - Actions
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Moving With Arrows And Mana
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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For each (Integer A) from 1 to 12, 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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Moving_units[(Integer A)] Not equal to No unit
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Then - 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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Control_Boolean1[(Integer A)] Equal to True
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Then - Actions
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Set Leak_point[1] = (Position of Moving_units[(Integer A)])
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Set Leak_point[2] = (Leak_point[1] offset by 20.00 towards (Facing of Moving_units[(Integer A)]) degrees)
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Unit - Order Moving_units[(Integer A)] to Move To Leak_point[2]
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Custom script: call RemoveLocation(udg_Leak_point[1])
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Custom script: call RemoveLocation(udg_Leak_point[2])
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Else - Actions
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Animation - Change Moving_units[(Integer A)] turn speed to (Default turn speed of Moving_units[(Integer A)])
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Else - Actions
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For each (Integer A) from 1 to 12, 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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Moving_units[(Integer A)] Not equal to No unit
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Then - 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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Control_Boolean2[(Integer A)] Equal to True
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Then - Actions
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-------- You can here set the lock speed [ Right ] --------
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Set Leak_point_right_left[1] = ((Facing of Moving_units[(Integer A)]) - 15.00)
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Unit - Make Moving_units[(Integer A)] face Leak_point_right_left[1] over 0.00 seconds
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Else - Actions
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Else - Actions
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For each (Integer A) from 1 to 12, 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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Moving_units[(Integer A)] Not equal to No unit
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Then - 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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Control_Boolean3[(Integer A)] Equal to True
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Then - Actions
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-------- You can here set the lock speed [ Left ] --------
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Set Leak_point_right_left[2] = ((Facing of Moving_units[(Integer A)]) + 15.00)
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Unit - Make Moving_units[(Integer A)] face Leak_point_right_left[2] over 0.00 seconds
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Else - Actions
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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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Control_Boolean8[(Player number of (Triggering player))] Equal to True
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Then - Actions
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-------- You can here set the mana Reduceing when use dash --------
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Unit - Set mana of Moving_units[(Player number of (Triggering player))] to ((Mana of Moving_units[(Player number of (Triggering player))]) - 0.05)
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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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(Mana of Moving_units[(Player number of (Triggering player))]) Equal to 0.00
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Then - Actions
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Unit - Set Moving_units[(Player number of (Triggering player))] movement speed to (Default movement speed of Moving_units[(Player number of (Triggering player))])
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Set Control_Boolean7[(Player number of (Triggering player))] = False
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Set Control_Boolean8[(Player number of (Triggering player))] = False
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Else - Actions
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Else - Actions
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