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[Trigger] Integer Loop

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Level 5
Joined
Jan 5, 2019
Messages
108
Hey i tried to store all my heroes in some variables but i never really understood how to get this working.

Basically i need a Loop Trigger that understands every time a Player, for example Player 1's hero gets Instant moved to Player 1's region.

But i am not sure how to make the game understand which hero is picked by which player, or how to set which region belongs to which player, and then put in a loop action.

This is how the Trigger looks so far

  • Timed Instant TP
    • Events
      • Time - TimeEvent expires
    • Conditions
    • Actions
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Ian
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Malte
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Niklas
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Thomas
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Carsten
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Joe
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Martin
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Alexandra
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Sam
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Sørn
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Echolicious
      • Set SoloArenaPoint = (Center of Player 1 Arena <gen>)
      • Set SoloArenaPoint = (Center of Player 2 Arena <gen>)
      • Set SoloArenaPoint = (Center of Player 3 Arena <gen>)
      • Set SoloArenaPoint = (Center of Player 4 Arena <gen>)
      • Set SoloArenaPoint = (Center of Player 5 Arena <gen>)
      • Set SoloArenaPoint = (Center of Player 6 Arena <gen>)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
        • Then - Actions
          • For each (Integer A) from 0 to 11, do (Actions)
            • Loop - Actions
          • Unit - Move hero[(Player number of (Owner of (Triggering unit)))] instantly to SoloArenaPoint
        • Else - Actions
 
Level 6
Joined
Jan 9, 2019
Messages
102
Some explanations to what's happening here.

These 2 yield the same result.
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Ian
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Malte
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Niklas
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Thomas
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Carsten
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Joe
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Martin
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Alexandra
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Sam
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Sørn
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Echolicious
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Echolicious
These 2 also yield the same result.
  • Set SoloArenaPoint = (Center of Player 1 Arena <gen>)
  • Set SoloArenaPoint = (Center of Player 2 Arena <gen>)
  • Set SoloArenaPoint = (Center of Player 3 Arena <gen>)
  • Set SoloArenaPoint = (Center of Player 4 Arena <gen>)
  • Set SoloArenaPoint = (Center of Player 5 Arena <gen>)
  • Set SoloArenaPoint = (Center of Player 6 Arena <gen>)
  • Set SoloArenaPoint = (Center of Player 6 Arena <gen>)
This is probably what you want to do.
  • Set Hero[(Player number of (Player 1 (Red)))] = Ian
  • Set Hero[(Player number of (Player 2 (Blue)))] = Malte
  • Set Hero[(Player number of (Player 3 (Teal)))] = Niklas
  • ...
  • Set Hero[(Player number of (Player 11 (Dark Green)))] = Echolicious
Which is actually the same as:
  • Set Hero[1] = Ian
  • Set Hero[2] = Malte
  • Set Hero[3] = Niklas
  • ...
  • Set Hero[11] = Echolicious
And as such, you'd want to do this loop.
  • For each (Integer A) from 1 to 11, do (Actions)
    • Loop - Actions
      • ...
I'm not sure what you're trying to do inside the loop, and to what point each hero got moved, so I'll leave it as above.
 
Level 20
Joined
May 16, 2012
Messages
635
Hey i tried to store all my heroes in some variables but i never really understood how to get this working.

Basically i need a Loop Trigger that understands every time a Player, for example Player 1's hero gets Instant moved to Player 1's region.

But i am not sure how to make the game understand which hero is picked by which player, or how to set which region belongs to which player, and then put in a loop action.

This is how the Trigger looks so far

  • Timed Instant TP
    • Events
      • Time - TimeEvent expires
    • Conditions
    • Actions
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Ian
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Malte
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Niklas
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Thomas
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Carsten
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Joe
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Martin
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Alexandra
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Sam
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Sørn
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Echolicious
      • Set SoloArenaPoint = (Center of Player 1 Arena <gen>)
      • Set SoloArenaPoint = (Center of Player 2 Arena <gen>)
      • Set SoloArenaPoint = (Center of Player 3 Arena <gen>)
      • Set SoloArenaPoint = (Center of Player 4 Arena <gen>)
      • Set SoloArenaPoint = (Center of Player 5 Arena <gen>)
      • Set SoloArenaPoint = (Center of Player 6 Arena <gen>)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
        • Then - Actions
          • For each (Integer A) from 0 to 11, do (Actions)
            • Loop - Actions
          • Unit - Move hero[(Player number of (Owner of (Triggering unit)))] instantly to SoloArenaPoint
        • Else - Actions


Your Move line is out of the loop, and you should use the Value of integer A instead. Also your SoloArenaPoint should be an array of regions. The way you setting it up, SoloArenaPoint will always be (Center of Player 6 Arena <gen>):

  • Timed Instant TP
    • Events
      • Time - TimeEvent expires
    • Conditions
    • Actions
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Ian
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Malte
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Niklas
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Thomas
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Carsten
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Joe
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Martin
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Alexandra
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Sam
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Sørn
      • Set Hero[(Player number of (Owner of (Triggering unit)))] = Echolicious
      • Set SoloArenaPoint = (Center of Player 1 Arena <gen>)
      • Set SoloArenaPoint = (Center of Player 2 Arena <gen>)
      • Set SoloArenaPoint = (Center of Player 3 Arena <gen>)
      • Set SoloArenaPoint = (Center of Player 4 Arena <gen>)
      • Set SoloArenaPoint = (Center of Player 5 Arena <gen>)
      • Set SoloArenaPoint = (Center of Player 6 Arena <gen>)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
        • Then - Actions
          • For each (Integer A) from 0 to 11, do (Actions)
            • Loop - Actions
              • Unit - Move Hero[Integer A] instantly to SoloArenaPoint
        • Else - Actions
 
Level 5
Joined
Jan 5, 2019
Messages
108
Alright i am trying to make every players hero get moved to each own arena every time the TimeEvent expires. And yes every player only has 1 hero.

And sorry if i left it out the whole reason it needs to be a loop is because every time the last hero gets Moved back to base, it has to restart the countdown timer for my TimeEvent, so people can see when the next battle will happen.
 
Level 5
Joined
Jan 5, 2019
Messages
108
Some explanations to what's happening here.

These 2 yield the same result.
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Ian
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Malte
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Niklas
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Thomas
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Carsten
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Joe
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Martin
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Alexandra
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Sam
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Sørn
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Echolicious
  • Set Hero[(Player number of (Owner of (Triggering unit)))] = Echolicious
These 2 also yield the same result.
  • Set SoloArenaPoint = (Center of Player 1 Arena <gen>)
  • Set SoloArenaPoint = (Center of Player 2 Arena <gen>)
  • Set SoloArenaPoint = (Center of Player 3 Arena <gen>)
  • Set SoloArenaPoint = (Center of Player 4 Arena <gen>)
  • Set SoloArenaPoint = (Center of Player 5 Arena <gen>)
  • Set SoloArenaPoint = (Center of Player 6 Arena <gen>)
  • Set SoloArenaPoint = (Center of Player 6 Arena <gen>)
This is probably what you want to do.
  • Set Hero[(Player number of (Player 1 (Red)))] = Ian
  • Set Hero[(Player number of (Player 2 (Blue)))] = Malte
  • Set Hero[(Player number of (Player 3 (Teal)))] = Niklas
  • ...
  • Set Hero[(Player number of (Player 11 (Dark Green)))] = Echolicious
Which is actually the same as:
  • Set Hero[1] = Ian
  • Set Hero[2] = Malte
  • Set Hero[3] = Niklas
  • ...
  • Set Hero[11] = Echolicious
And as such, you'd want to do this loop.
  • For each (Integer A) from 1 to 11, do (Actions)
    • Loop - Actions
      • ...
I'm not sure what you're trying to do inside the loop, and to what point each hero got moved, so I'll leave it as above.

Alright i tried to split the triggers up, not sure if they cancel each other out, but here they are

  • Player 1 Hero
    • Events
      • Map initialization
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Ability being cast) Equal to Possession ) and ((Owner of (Triggering unit)) Equal to Player 1 (Red))
        • Then - Actions
          • Set Hero[(Player number of Player 1 (Red))] = Ian
          • Set Hero[(Player number of Player 1 (Red))] = Malte
          • Set Hero[(Player number of Player 1 (Red))] = Niklas
          • Set Hero[(Player number of Player 1 (Red))] = Thomas
          • Set Hero[(Player number of Player 1 (Red))] = Carsten
          • Set Hero[(Player number of Player 1 (Red))] = Joe
          • Set Hero[(Player number of Player 1 (Red))] = Martin
          • Set Hero[(Player number of Player 1 (Red))] = Alexandra
          • Set Hero[(Player number of Player 1 (Red))] = Sam
          • Set Hero[(Player number of Player 1 (Red))] = Sørn
          • Set Hero[(Player number of Player 1 (Red))] = Echolicious
        • Else - Actions
I made this for all Players 1 2 3 4 5 6
  • Timed Instant TP Player 1
    • Events
      • Time - TimeEvent expires
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Shop Area <gen> contains hero[(Player number of Player 1 (Red))]) Equal to True
        • Then - Actions
          • For each (Integer A) from 1 to 1, do (Actions)
            • Loop - Actions
              • Unit - Move hero[(Player number of Player 1 (Red))] instantly to SoloArenaPoint[1]
              • Countdown Timer - Pause TimeEvent
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Shop Area <gen> contains hero[(Player number of Player 1 (Red))]) Equal to True
              • (Shop Area <gen> contains hero[(Player number of Player 2 (Blue))]) Equal to True
              • (Shop Area <gen> contains hero[(Player number of Player 3 (Teal))]) Equal to True
              • (Shop Area <gen> contains hero[(Player number of Player 4 (Purple))]) Equal to True
              • (Shop Area <gen> contains hero[(Player number of Player 5 (Yellow))]) Equal to True
              • (Shop Area <gen> contains hero[(Player number of Player 6 (Orange))]) Equal to True
            • Then - Actions
              • Countdown Timer - Resume TimeEvent
            • Else - Actions
  • TimeEvent
    • Events
      • Unit - A unit leaves Preventing Leaving To Base <gen>
    • Conditions
    • Actions
      • Countdown Timer - Start TimeEvent as a Repeating timer that will expire in 60.00 seconds
      • Countdown Timer - Create a timer window for TimeEvent with title Game Will Start :
      • Set Timer1 = (Last created timer window)
      • Countdown Timer - Show Timer1
  • RegionSetup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set SoloArenaPoint[1] = (Center of Player 1 Arena <gen>)
      • Set SoloArenaPoint[2] = (Center of Player 4 Arena <gen>)
      • Set SoloArenaPoint[3] = (Center of Player 2 Arena <gen>)
      • Set SoloArenaPoint[5] = (Center of Player 3 Arena <gen>)
      • Set SoloArenaPoint[4] = (Center of Player 5 Arena <gen>)
      • Set SoloArenaPoint[6] = (Center of Player 6 Arena <gen>)
 
Last edited:
Level 6
Joined
Jan 9, 2019
Messages
102
And sorry if i left it out the whole reason it needs to be a loop is because every time the last hero gets Moved back to base, it has to restart the countdown timer for my TimeEvent, so people can see when the next battle will happen.
The loop that you meant is periodic loop eh? I thought that it's the integer loop block (as the title said).

Anyway, each player's hero variable should be assigned when they picked the hero. If their arena-location is fixed for the entire game, then this should be done alongside the former. Otherwise it's re-assigned whenever necessary. To do these you'd need 1 unit-array and 1 point-array. If you don't understand how arrays work, think of them like boxes that contain any number of things of the same kind, labelled with numbers starting from 0.

In this case, label each unit/point by the player-number. It's very straightforward, 1 for Player 1, 2 for Player 2, etc. Example:
  • Set Hero[(Player number of (Player 1 (Red)))] = Ian
  • Set SoloArenaPoint[1] = (Center of Player 1 Arena <gen>)
EDIT:
First of all, please don't double post.
Then on the matter, there's a lot of no in those triggers. Sorry can't explain them all atm mate.
 
Level 5
Joined
Jan 5, 2019
Messages
108
The loop that you meant is periodic loop eh? I thought that it's the integer loop block (as the title said).

Anyway, each player's hero variable should be assigned when they picked the hero. If their arena-location is fixed for the entire game, then this should be done alongside the former. Otherwise it's re-assigned whenever necessary. To do these you'd need 1 unit-array and 1 point-array. If you don't understand how arrays work, think of them like boxes that contain any number of things of the same kind, labelled with numbers starting from 0.

In this case, label each unit/point by the player-number. It's very straightforward, 1 for Player 1, 2 for Player 2, etc. Example:
  • Set Hero[(Player number of (Player 1 (Red)))] = Ian
  • Set SoloArenaPoint[1] = (Center of Player 1 Arena <gen>)
EDIT:
First of all, please don't double post.
Then on the matter, there's a lot of no in those triggers. Sorry can't explain them all atm mate.

Okay so like this ?

  • Player 1 Hero
    • Events
      • Map initialization
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Ability being cast) Equal to Possession ) and ((Owner of (Triggering unit)) Equal to Player 1 (Red))
        • Then - Actions
          • Set Hero[1] = Ian
          • Set Hero[2] = Malte
          • Set Hero[3] = Niklas
          • Set Hero[4] = Thomas
          • Set Hero[5] = Carsten
          • Set Hero[6] = Joe
          • Set Hero[7] = Martin
          • Set Hero[8] = Alexandra
          • Set Hero[9] = Sam
          • Set Hero[10] = Sørn
          • Set Hero[11] = Echolicious
        • Else - Actions
Double post?
Does it double post if i edit ?
Sorry if so ! :eek:
And no problem thanks for even helping :)
 
Level 7
Joined
Apr 17, 2017
Messages
316
There are some unit specific events that some references only work with them. For example: you can't use ability being cast condition because your event is map init. It only works with a unit starts effect of an ability, begin channeling etc. Also triggering unit only works with unit specific events like a unit enters region, starts the effect of an ability etc.



To make things easier, if your heroes are created after map load, meaning they are not pre generated, you can simply use a unit enters playable map area, then add a condition if the unit is a hero or not then save it into a variable.
 
Level 5
Joined
Jan 5, 2019
Messages
108
There are some unit specific events that some references only work with them. For example: you can't use ability being cast condition because your event is map init. It only works with a unit starts effect of an ability, begin channeling etc. Also triggering unit only works with unit specific events like a unit enters region, starts the effect of an ability etc.



To make things easier, if your heroes are created after map load, meaning they are not pre generated, you can simply use a unit enters playable map area, then add a condition if the unit is a hero or not then save it into a variable.

That sounds smart! I made this but it wont load the heroes it actually crash my pc :D

  • Player 1 Hero
    • Events
      • Time - Elapsed game time is 5.00 seconds
      • Unit - A unit enters Niklas <gen>
      • Unit - A unit enters Sam <gen>
      • Unit - A unit enters Martin <gen>
      • Unit - A unit enters Echo <gen>
      • Unit - A unit enters Joe <gen>
      • Unit - A unit enters Ian <gen>
      • Unit - A unit enters Malte <gen>
      • Unit - A unit enters Thomas <gen>
      • Unit - A unit enters Alexandria <gen>
      • Unit - A unit enters Carsten <gen>
      • Unit - A unit enters Sorn <gen>
      • Unit - A unit enters Niklas <gen>
    • Conditions
    • Actions
      • Unit - Create 1 Ian for Neutral Passive at (Center of Ian <gen>) facing Default building facing degrees
      • Unit - Create 1 Malte for Neutral Passive at (Center of Malte <gen>) facing Default building facing degrees
      • Unit - Create 1 Thomas for Neutral Passive at (Center of Thomas <gen>) facing Default building facing degrees
      • Unit - Create 1 Niklas for Neutral Passive at (Center of Niklas <gen>) facing Default building facing degrees
      • Unit - Create 1 Carsten for Neutral Passive at (Center of Carsten <gen>) facing Default building facing degrees
      • Unit - Create 1 Joe for Neutral Passive at (Center of Joe <gen>) facing Default building facing degrees
      • Unit - Create 1 Martin for Neutral Passive at (Center of Martin <gen>) facing Default building facing degrees
      • Unit - Create 1 Echolicious for Neutral Passive at (Center of Echo <gen>) facing Default building facing degrees
      • Unit - Create 1 Alexandra for Neutral Passive at (Center of Alexandria <gen>) facing Default building facing degrees
      • Unit - Create 1 Sam for Neutral Passive at (Center of Sam <gen>) facing Default building facing degrees
      • Unit - Create 1 Sørn for Neutral Passive at (Center of Sorn <gen>) facing Default building facing degrees
 
Level 5
Joined
Jan 5, 2019
Messages
108
I am assuming this is a hero pick system. If so this is not the good approach of doing it.

It is :D and you right, i have to research how to make a double click pick system

it worked tho with a Map initialization as Event
 
Level 7
Joined
Apr 17, 2017
Messages
316
It is :D and you right, i have to research how to make a double click pick system

it worked tho with a Map initialization as Event

About the teleport thingie, here's what I'd do:


  • Events
    • Map initialization
  • Conditions
  • Actions
    • Set Point[1] = (Center of Player 1 <gen>)
    • Set Point[2] = (Center of Player 2 <gen>)
    • Set Point[3] = (Center of Player 3 <gen>)
  • Storing Heroes
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • Set Heroes[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Heroes[(Integer A)] Not equal to No unit
            • Then - Actions
              • Set intcheck = (intcheck + 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • intcheck Equal to 12
                • Then - Actions
                  • Countdown Timer - Start Timer as a One-shot timer that will expire in 5.00 seconds
                • Else - Actions
            • Else - Actions
Note: this trigger only works when there are 12 heroes in game, you can change the numbers.
  • Timer
    • Events
      • Time - Timer expires
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Unit - Move Heroes[(Integer A)] instantly to Point[(Integer A)]
 
Level 5
Joined
Jan 5, 2019
Messages
108
You should try looking for tutorials mate. I'm talking about the basics here.

I am, actually constantly. its just, not every tutorial is that useful, like the loop thingy it makes sense if you have no unit stored in a variable, but now knowing that you cant store group units the same way as units makes a big differences. also as Aeryn mentioned triggering unit only works with unit specific events. they don't explain that stuff in the tutorials at least not what i read.
 
Level 5
Joined
Jan 5, 2019
Messages
108
About the teleport thingie, here's what I'd do:


  • Events
    • Map initialization
  • Conditions
  • Actions
    • Set Point[1] = (Center of Player 1 <gen>)
    • Set Point[2] = (Center of Player 2 <gen>)
    • Set Point[3] = (Center of Player 3 <gen>)
  • Storing Heroes
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • ((Triggering unit) is A Hero) Equal to True
    • Actions
      • Set Heroes[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Heroes[(Integer A)] Not equal to No unit
            • Then - Actions
              • Set intcheck = (intcheck + 1)
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • intcheck Equal to 12
                • Then - Actions
                  • Countdown Timer - Start Timer as a One-shot timer that will expire in 5.00 seconds
                • Else - Actions
            • Else - Actions
Note: this trigger only works when there are 12 heroes in game, you can change the numbers.
  • Timer
    • Events
      • Time - Timer expires
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Unit - Move Heroes[(Integer A)] instantly to Point[(Integer A)]

Thanks a lot :D i am gonna try make this tomorrow, its 2 AM over here :confused: i let you know if it work ;)
 
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