- Joined
- Dec 1, 2013
- Messages
- 21
[Thread : About Map "X Hero Siege"]
- How to create a trigger when special events expire, all players are placed in their respective places (If You ever play the map you will understand what i mean about) / I mean Special event to help all players to collect gold from killing creeps, and when all creep is dead, come again another creep.
[Please Understand It / I desperately need friends rock]
- I want to use this to trigger my map that I built, I screwed while making this trigger.
P/S: TO MANY WRONG IDEA
EXAMPLE PICTURE HERE!!
@@And then after i killed all that creep, incoming creep not come out, <Trigger Problem>
/ / Excuse me with vague explanation / /
- How to create a trigger when special events expire, all players are placed in their respective places (If You ever play the map you will understand what i mean about) / I mean Special event to help all players to collect gold from killing creeps, and when all creep is dead, come again another creep.
[Please Understand It / I desperately need friends rock]
- I want to use this to trigger my map that I built, I screwed while making this trigger.
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Special Event A
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Events
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Conditions
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Actions
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Countdown Timer - Start SE_Timer[0] as a One-shot timer that will expire in (60.00 x 5.00) seconds
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Countdown Timer - Create a timer window for SE_Timer[0] with title SE 1: <Collecting G...
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Countdown Timer - Show (Last created timer window)
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Set TimerWindowSE = (Last created timer window)
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Wait (60.00 x 5.00) seconds
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Countdown Timer - Destroy TimerWindowSE
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Unit Group - Pick every unit in (Units in (Playable map area)) and 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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(Owner of (Picked unit)) Not equal to Player 1 (Red)
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(Owner of (Picked unit)) Not equal to Player 2 (Blue)
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(Owner of (Picked unit)) Not equal to Player 3 (Teal)
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(Owner of (Picked unit)) Not equal to Player 4 (Purple)
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(Owner of (Picked unit)) Not equal to Player 5 (Yellow)
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(Owner of (Picked unit)) Not equal to Player 6 (Orange)
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Then - Actions
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Set SE_Picked[0] = (Picked unit)
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Trigger - Turn on Special Event p <gen>
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Else - Actions
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Unit - Pause SE_Picked[0]
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-------- ========================== --------
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Unit Group - Pick every unit in (Units in (Playable map area)) and 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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(Owner of (Picked unit)) Equal to Player 1 (Red)
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(Owner of (Picked unit)) Equal to Player 2 (Blue)
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(Owner of (Picked unit)) Equal to Player 3 (Teal)
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(Owner of (Picked unit)) Equal to Player 4 (Purple)
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(Owner of (Picked unit)) Equal to Player 5 (Yellow)
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(Owner of (Picked unit)) Equal to Player 6 (Orange)
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((Picked unit) is A Hero) Equal to True
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Then - Actions
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Set SE_Picked[1] = (Picked unit)
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Else - Actions
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Unit - Pause SE_Picked[1]
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Set KillDeath[0] = 6
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Set KillDeath[1] = 6
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Set KillDeath[2] = 6
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Set KillDeath[3] = 6
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Set KillDeath[4] = 6
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Set KillDeath[5] = 6
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Unit Group - Pick every unit in (Units owned by Player 1 (Red) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Move (Picked unit) instantly to (Center of SE ONE <gen>))
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Unit Group - Pick every unit in (Units owned by Player 2 (Blue) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Move (Picked unit) instantly to (Center of SE TWO <gen>))
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Unit Group - Pick every unit in (Units owned by Player 3 (Teal) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Move (Picked unit) instantly to (Center of SE THREE <gen>))
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Unit Group - Pick every unit in (Units owned by Player 4 (Purple) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Move (Picked unit) instantly to (Center of SE FOUR <gen>))
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Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Move (Picked unit) instantly to (Center of SE FIVE <gen>))
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Unit Group - Pick every unit in (Units owned by Player 6 (Orange) matching (((Matching unit) is A Hero) Equal to True)) and do (Unit - Move (Picked unit) instantly to (Center of SE SIX <gen>))
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Wait 5.00 seconds
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Unit - Unpause SE_Picked[1]
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Countdown Timer - Start SE_Timer[0] as a One-shot timer that will expire in 80.00 seconds
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Countdown Timer - Create a timer window for SE_Timer[0] with title SE 1: <END>
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Countdown Timer - Show (Last created timer window)
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-------- ====================== --------
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Unit - Create KillDeath[0] CreepWave[95] for Player 7 (Green) at (Center of SE ONE <gen>) facing Default building facing degrees
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Unit - Create KillDeath[1] CreepWave[95] for Player 7 (Green) at (Center of SE TWO <gen>) facing Default building facing degrees
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Unit - Create KillDeath[2] CreepWave[95] for Player 7 (Green) at (Center of SE THREE <gen>) facing Default building facing degrees
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Unit - Create KillDeath[3] CreepWave[95] for Player 7 (Green) at (Center of SE FOUR <gen>) facing Default building facing degrees
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Unit - Create KillDeath[4] CreepWave[95] for Player 7 (Green) at (Center of SE FIVE <gen>) facing Default building facing degrees
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Unit - Create KillDeath[5] CreepWave[95] for Player 7 (Green) at (Center of SE SIX <gen>) facing Default building facing degrees
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-------- ====================== --------
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Set TimerWindowSE = (Last created timer window)
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Wait 80.00 seconds
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Countdown Timer - Destroy TimerWindowSE
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Special Event a
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Events
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Unit - A unit Dies
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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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(Unit-type of (Dying unit)) Equal to CreepWave[95]
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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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(Owner of (Killing unit)) Equal to Player 1 (Red)
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Then - Actions
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Set KillDeath[0] = (KillDeath[0] - 1)
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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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KillDeath[0] Less than or equal to 0
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Then - Actions
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Set KillDeath[0] = 6
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Unit - Create KillDeath[0] CreepWave[96] for Player 7 (Green) at (Center of SE ONE <gen>) facing Default building facing degrees
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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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(Unit-type of (Dying unit)) Equal to CreepWave[96]
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Then - Actions
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Set KillDeath[0] = (KillDeath[0] - 1)
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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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KillDeath[0] Less than or equal to 0
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Then - Actions
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Set KillDeath[0] = 6
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Unit - Create KillDeath[0] CreepWave[97] for Player 7 (Green) at (Center of SE ONE <gen>) facing Default building facing degrees
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Else - Actions
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Else - Actions
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Special Event p
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Events
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Time - Every 3.00 seconds of game time
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Conditions
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Actions
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Unit - Pause SE_Picked[0]
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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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(Initial time for SE_Timer[0]) Less than or equal to 0.00
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Then - Actions
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Unit - Unpause SE_Picked[0]
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Trigger - Turn off (This trigger)
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Else - Actions
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P/S: TO MANY WRONG IDEA


EXAMPLE PICTURE HERE!!

@@And then after i killed all that creep, incoming creep not come out, <Trigger Problem>

/ / Excuse me with vague explanation / /

Last edited: