- Joined
- Jun 2, 2009
- Messages
- 1,141
Hello everyone. I want to create hero selection system but one by one. Here is the hero select order that i want. Player 2/8/3/9/4/10/5/11/6/12
And here is my triggers that i have created but i am totally confused at the moment. What am i missing i don't know
This is how it starts
Update: For the make it clear, let me what i want.
I want make 10 players select heroes one by one but order is 2 8 3 9 4 10 5 11 6 and player 12
All players have a 10 seconds for the select their heroes. If they will pick or pass the time, it comes to next player.
And here is my triggers that i have created but i am totally confused at the moment. What am i missing i don't know
This is how it starts
-
Command TP Copy
-
Events
- Player - Player 2 (Blue) types a chat message containing -tp as An exact match
- Conditions
-
Actions
- Set mod_tp = True
-
Events
-
TurnPick
-
Events
- Time - Elapsed game time is 5.00 seconds
-
Conditions
- mod_tp Equal to True
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Player 2 (Blue) controller) Equal to User
- (Player 2 (Blue) slot status) Equal to Is playing
- PlayerSelectedHero[2] Equal to False
-
Then - Actions
- Set NextPlayerSecim = Player 2 (Blue)
- Player - Set NextPlayerSecim Current lumber to 1
- Game - Display to (All players) for 10.00 seconds the text: (Hero seçmek için 10 saniyen var. + (Name of NextPlayerSecim))
- Trigger - Run FloatThing <gen> (checking conditions)
- Wait 10.00 seconds
- Set PlayerSelectedHero[2] = True
- Player - Set NextPlayerSecim Current lumber to 0
- Set NextPlayerSecim = Player 8 (Pink)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Player 8 (Pink) controller) Equal to User
- (Player 8 (Pink) slot status) Equal to Is playing
- PlayerSelectedHero[8] Equal to False
-
Then - Actions
- Player - Set NextPlayerSecim Current lumber to 1
- Game - Display to (All players) for 10.00 seconds the text: (Hero seçmek için 10 saniyen var. + (Name of NextPlayerSecim))
- Trigger - Run FloatThing <gen> (checking conditions)
- Wait 10.00 seconds
- Set PlayerSelectedHero[8] = True
- Player - Set NextPlayerSecim Current lumber to 0
- Set NextPlayerSecim = Player 3 (Teal)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Player 3 (Teal) controller) Equal to User
- (Player 3 (Teal) slot status) Equal to Is playing
- PlayerSelectedHero[3] Equal to False
-
Then - Actions
- Player - Set NextPlayerSecim Current lumber to 1
- Game - Display to (All players) for 10.00 seconds the text: (Hero seçmek için 10 saniyen var. + (Name of NextPlayerSecim))
- Trigger - Run FloatThing <gen> (checking conditions)
- Wait 10.00 seconds
- Set PlayerSelectedHero[3] = True
- Player - Set NextPlayerSecim Current lumber to 0
- Set NextPlayerSecim = Player 9 (Gray)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Player 9 (Gray) controller) Equal to User
- (Player 9 (Gray) slot status) Equal to Is playing
- PlayerSelectedHero[9] Equal to False
-
Then - Actions
- Player - Set NextPlayerSecim Current lumber to 1
- Game - Display to (All players) for 10.00 seconds the text: (Hero seçmek için 10 saniyen var. + (Name of NextPlayerSecim))
- Trigger - Run FloatThing <gen> (checking conditions)
- Wait 10.00 seconds
- Set PlayerSelectedHero[9] = True
- Player - Set NextPlayerSecim Current lumber to 0
- Set NextPlayerSecim = Player 4 (Purple)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Player 4 (Purple) controller) Equal to User
- (Player 4 (Purple) slot status) Equal to Is playing
- PlayerSelectedHero[4] Equal to False
-
Then - Actions
- Player - Set NextPlayerSecim Current lumber to 1
- Game - Display to (All players) for 10.00 seconds the text: (Hero seçmek için 10 saniyen var. + (Name of NextPlayerSecim))
- Trigger - Run FloatThing <gen> (checking conditions)
- Wait 10.00 seconds
- Set PlayerSelectedHero[4] = True
- Player - Set NextPlayerSecim Current lumber to 0
- Set NextPlayerSecim = Player 10 (Light Blue)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Player 10 (Light Blue) controller) Equal to User
- (Player 10 (Light Blue) slot status) Equal to Is playing
- PlayerSelectedHero[10] Equal to False
-
Then - Actions
- Player - Set NextPlayerSecim Current lumber to 1
- Game - Display to (All players) for 10.00 seconds the text: (Hero seçmek için 10 saniyen var. + (Name of NextPlayerSecim))
- Trigger - Run FloatThing <gen> (checking conditions)
- Set PlayerSelectedHero[10] = True
- Wait 10.00 seconds
- Player - Set NextPlayerSecim Current lumber to 0
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Player 5 (Yellow) controller) Equal to User
- (Player 5 (Yellow) slot status) Equal to Is playing
- PlayerSelectedHero[5] Equal to False
-
Then - Actions
- Player - Set NextPlayerSecim Current lumber to 1
- Game - Display to (All players) for 10.00 seconds the text: (Hero seçmek için 10 saniyen var. + (Name of NextPlayerSecim))
- Trigger - Run FloatThing <gen> (checking conditions)
- Wait 10.00 seconds
- Set PlayerSelectedHero[5] = True
- Player - Set NextPlayerSecim Current lumber to 0
- Set NextPlayerSecim = Player 11 (Dark Green)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Player 11 (Dark Green) controller) Equal to User
- (Player 11 (Dark Green) slot status) Equal to Is playing
- PlayerSelectedHero[11] Equal to False
-
Then - Actions
- Player - Set NextPlayerSecim Current lumber to 1
- Game - Display to (All players) for 10.00 seconds the text: (Hero seçmek için 10 saniyen var. + (Name of NextPlayerSecim))
- Trigger - Run FloatThing <gen> (checking conditions)
- Wait 10.00 seconds
- Set PlayerSelectedHero[11] = True
- Player - Set NextPlayerSecim Current lumber to 0
- Set NextPlayerSecim = Player 6 (Orange)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Player 6 (Orange) controller) Equal to User
- (Player 6 (Orange) slot status) Equal to Is playing
- PlayerSelectedHero[6] Equal to False
-
Then - Actions
- Player - Set NextPlayerSecim Current lumber to 1
- Game - Display to (All players) for 10.00 seconds the text: (Hero seçmek için 10 saniyen var. + (Name of NextPlayerSecim))
- Trigger - Run FloatThing <gen> (checking conditions)
- Wait 10.00 seconds
- Set PlayerSelectedHero[6] = True
- Player - Set NextPlayerSecim Current lumber to 0
- Set NextPlayerSecim = Player 12 (Brown)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Player 12 (Brown) controller) Equal to User
- (Player 12 (Brown) slot status) Equal to Is playing
- PlayerSelectedHero[12] Equal to False
-
Then - Actions
- Player - Set NextPlayerSecim Current lumber to 1
- Game - Display to (All players) for 10.00 seconds the text: (Hero seçmek için 10 saniyen var. + (Name of NextPlayerSecim))
- Trigger - Run FloatThing <gen> (checking conditions)
- Set PlayerSelectedHero[12] = True
- Wait 10.00 seconds
- Player - Set NextPlayerSecim Current lumber to 0
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Game - Display to (All players) the text: go
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
FloatThing
- Events
- Conditions
-
Actions
- Floating Text - Create floating text that reads 10 at (Center of StartCamera <gen>) with Z offset 0.00, using font size 20.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
- Set SecimFloat = (Last created floating text)
- Wait 1.00 seconds
- Floating Text - Change text of SecimFloat to 9 using font size 20.00
- Wait 1.00 seconds
- Floating Text - Change text of SecimFloat to 8 using font size 20.00
- Wait 1.00 seconds
- Floating Text - Change text of SecimFloat to 7 using font size 20.00
- Wait 1.00 seconds
- Floating Text - Change text of SecimFloat to 6 using font size 20.00
- Wait 1.00 seconds
- Floating Text - Change text of SecimFloat to 5 using font size 20.00
- Wait 1.00 seconds
- Floating Text - Change text of SecimFloat to 4 using font size 20.00
- Wait 1.00 seconds
- Floating Text - Change text of SecimFloat to 3 using font size 20.00
- Floating Text - Change the color of SecimFloat to (100.00%, 0.00%, 0.00%) with 0.00% transparency
- Wait 1.00 seconds
- Floating Text - Change text of SecimFloat to 2 using font size 20.00
- Floating Text - Change the color of SecimFloat to (100.00%, 0.00%, 0.00%) with 0.00% transparency
- Wait 1.00 seconds
- Floating Text - Change text of SecimFloat to 1 using font size 20.00
- Floating Text - Change the color of SecimFloat to (100.00%, 0.00%, 0.00%) with 0.00% transparency
- Wait 1.00 seconds
- Floating Text - Destroy SecimFloat
-
SiraSecim
-
Events
- Player - Player 2 (Blue)'s Food used becomes Greater than or equal to 1.00
- Player - Player 3 (Teal)'s Food used becomes Greater than or equal to 1.00
- Player - Player 4 (Purple)'s Food used becomes Greater than or equal to 1.00
- Player - Player 5 (Yellow)'s Food used becomes Greater than or equal to 1.00
- Player - Player 6 (Orange)'s Food used becomes Greater than or equal to 1.00
- Player - Player 8 (Pink)'s Food used becomes Greater than or equal to 1.00
- Player - Player 9 (Gray)'s Food used becomes Greater than or equal to 1.00
- Player - Player 10 (Light Blue)'s Food used becomes Greater than or equal to 1.00
- Player - Player 11 (Dark Green)'s Food used becomes Greater than or equal to 1.00
- Player - Player 12 (Brown)'s Food used becomes Greater than or equal to 1.00
- Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- NextPlayerSecim Equal to Player 2 (Blue)
-
Then - Actions
- Set PlayerSelectedHero[(Player number of (Triggering player))] = True
- Player - Set NextPlayerSecim Current lumber to 0
- Set NextPlayerSecim = Player 8 (Pink)
- Floating Text - Destroy SecimFloat
- Game - Display to (All players) the text: float gitmeli
- Trigger - Run TurnPick <gen> (checking conditions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- NextPlayerSecim Equal to Player 8 (Pink)
-
Then - Actions
- Set PlayerSelectedHero[(Player number of (Triggering player))] = True
- Player - Set (Triggering player) Current lumber to 0
- Set NextPlayerSecim = Player 3 (Teal)
- Floating Text - Destroy SecimFloat
- Game - Display to (All players) the text: float gitmeli
- Trigger - Run TurnPick <gen> (checking conditions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- NextPlayerSecim Equal to Player 3 (Teal)
-
Then - Actions
- Set PlayerSelectedHero[(Player number of (Triggering player))] = True
- Player - Set (Triggering player) Current lumber to 0
- Set NextPlayerSecim = Player 9 (Gray)
- Floating Text - Destroy SecimFloat
- Game - Display to (All players) the text: float gitmeli
- Trigger - Run TurnPick <gen> (checking conditions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- NextPlayerSecim Equal to Player 9 (Gray)
-
Then - Actions
- Set PlayerSelectedHero[(Player number of (Triggering player))] = True
- Player - Set (Triggering player) Current lumber to 0
- Set NextPlayerSecim = Player 4 (Purple)
- Floating Text - Destroy SecimFloat
- Game - Display to (All players) the text: float gitmeli
- Trigger - Run TurnPick <gen> (checking conditions)
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- NextPlayerSecim Equal to Player 4 (Purple)
-
Then - Actions
- Set PlayerSelectedHero[(Player number of (Triggering player))] = True
- Player - Set (Triggering player) Current lumber to 0
- Set NextPlayerSecim = Player 10 (Light Blue)
- Floating Text - Destroy SecimFloat
- Trigger - Run TurnPick <gen> (checking conditions)
- Game - Display to (All players) the text: float gitmeli
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- NextPlayerSecim Equal to Player 10 (Light Blue)
-
Then - Actions
- Set PlayerSelectedHero[(Player number of (Triggering player))] = True
- Player - Set (Triggering player) Current lumber to 0
- Set NextPlayerSecim = Player 5 (Yellow)
- Floating Text - Destroy SecimFloat
- Trigger - Run TurnPick <gen> (checking conditions)
- Game - Display to (All players) the text: float gitmeli
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- NextPlayerSecim Equal to Player 5 (Yellow)
-
Then - Actions
- Set PlayerSelectedHero[(Player number of (Triggering player))] = True
- Player - Set (Triggering player) Current lumber to 0
- Set NextPlayerSecim = Player 11 (Dark Green)
- Floating Text - Destroy SecimFloat
- Trigger - Run TurnPick <gen> (checking conditions)
- Game - Display to (All players) the text: float gitmeli
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- NextPlayerSecim Equal to Player 11 (Dark Green)
-
Then - Actions
- Set PlayerSelectedHero[(Player number of (Triggering player))] = True
- Player - Set (Triggering player) Current lumber to 0
- Set NextPlayerSecim = Player 6 (Orange)
- Floating Text - Destroy SecimFloat
- Trigger - Run TurnPick <gen> (checking conditions)
- Game - Display to (All players) the text: float gitmeli
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- NextPlayerSecim Equal to Player 6 (Orange)
-
Then - Actions
- Set PlayerSelectedHero[(Player number of (Triggering player))] = True
- Player - Set (Triggering player) Current lumber to 0
- Set NextPlayerSecim = Player 12 (Brown)
- Floating Text - Destroy SecimFloat
- Trigger - Run TurnPick <gen> (checking conditions)
- Game - Display to (All players) the text: float gitmeli
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
Update: For the make it clear, let me what i want.
I want make 10 players select heroes one by one but order is 2 8 3 9 4 10 5 11 6 and player 12
All players have a 10 seconds for the select their heroes. If they will pick or pass the time, it comes to next player.
Last edited: