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[Solved] Issue with custom game mode

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Level 10
Joined
Jun 20, 2017
Messages
337
I tried to add some custom game mode for my td map with 1 primary and unlimited secondary mode. But the problem is that when I type(player red only) -pahgggmm/-prhgggmm/-phhgggmm it just runs the primary mode only! (I mean it just runs the first mode(pa/pr/ph) after that the second mode will not run!)
  • Mode PA
    • Events
    • Conditions
      • Boolean_PrimaryMode Equal to False
    • Actions
      • Trigger - Turn off (This trigger)
      • -------- --------
      • Set VariableSet Boolean_PrimaryMode = True
      • Set VariableSet Boolean_ModePA = True
      • Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Prophet A...
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Picked unit)) Equal to Race Picker
            • Then - Actions
              • Unit - Remove (Picked unit) from the game
            • Else - Actions
      • 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
              • ((Player((Integer A))) is in PlayerGroup_InGamePlayers.) Equal to True
            • Then - Actions
              • Unit - Create 1 Prophet Builder for (Player((Integer A))) at ((Player((Integer A))) start location) facing Default building facing degrees
              • Set VariableSet Point_Temp = (Position of (Last created unit))
              • Special Effect - Create a special effect at Point_Temp using Abilities\Spells\Items\AIil\AIilTarget.mdl
              • Special Effect - Destroy (Last created special effect)
              • Custom script: call RemoveLocation(udg_Point_Temp)
              • Selection - Select (Last created unit) for (Owner of (Last created unit))
              • Set VariableSet Units_Builder[(Integer A)] = (Last created unit)
              • Set VariableSet Boolean_Temp = True
              • Trigger - Run Update Race Icon <gen> (ignoring conditions)
              • -------- --------
              • -------- Assign Random T1 Unit --------
              • Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[1])
              • For each (Integer A) from 1 to Integers_UnitSetSize[1], do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Integer A) Equal to Integer_Temp
                    • Then - Actions
                      • Player - Limit training of UnitTypes_TowerSet1[(Integer A)] to -1 for (Triggering player)
                    • Else - Actions
                      • Player - Limit training of UnitTypes_TowerSet1[(Integer A)] to 0 for (Triggering player)
              • -------- --------
              • -------- Assign Random T2 Unit --------
              • Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[2])
              • For each (Integer A) from 1 to Integers_UnitSetSize[2], do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Integer A) Equal to Integer_Temp
                    • Then - Actions
                      • Player - Limit training of UnitTypes_TowerSet2[(Integer A)] to -1 for (Triggering player)
                    • Else - Actions
                      • Player - Limit training of UnitTypes_TowerSet2[(Integer A)] to 0 for (Triggering player)
              • -------- --------
              • -------- Assign Random T3 Unit --------
              • Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[3])
              • For each (Integer A) from 1 to Integers_UnitSetSize[3], do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Integer A) Equal to Integer_Temp
                    • Then - Actions
                      • Player - Limit training of UnitTypes_TowerSet3[(Integer A)] to -1 for (Triggering player)
                    • Else - Actions
                      • Player - Limit training of UnitTypes_TowerSet3[(Integer A)] to 0 for (Triggering player)
              • -------- --------
              • -------- Assign Random T4 Unit --------
              • Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[4])
              • For each (Integer A) from 1 to Integers_UnitSetSize[4], do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Integer A) Equal to Integer_Temp
                    • Then - Actions
                      • Player - Limit training of UnitTypes_TowerSet4[(Integer A)] to -1 for (Triggering player)
                    • Else - Actions
                      • Player - Limit training of UnitTypes_TowerSet4[(Integer A)] to 0 for (Triggering player)
              • -------- --------
              • -------- Assign Random T5 Unit --------
              • Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[5])
              • For each (Integer A) from 1 to Integers_UnitSetSize[5], do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Integer A) Equal to Integer_Temp
                    • Then - Actions
                      • Player - Limit training of UnitTypes_TowerSet5[(Integer A)] to -1 for (Triggering player)
                    • Else - Actions
                      • Player - Limit training of UnitTypes_TowerSet5[(Integer A)] to 0 for (Triggering player)
              • -------- --------
              • -------- Assign Random T6 Unit --------
              • Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[6])
              • For each (Integer A) from 1 to Integers_UnitSetSize[6], do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Integer A) Equal to Integer_Temp
                    • Then - Actions
                      • Player - Limit training of UnitTypes_TowerSet6[(Integer A)] to -1 for (Triggering player)
                    • Else - Actions
                      • Player - Limit training of UnitTypes_TowerSet6[(Integer A)] to 0 for (Triggering player)
              • -------- --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Booleans_BuilderHeal[(Player number of (Triggering player))] Equal to False
                • Then - Actions
                  • Unit - Add Holy Light Prophet to Units_Builder[(Player number of (Triggering player))]
                • Else - Actions
                  • Unit - Remove Holy Light Prophet from Units_Builder[(Player number of (Triggering player))]
            • Else - Actions
  • Mode PR
    • Events
    • Conditions
      • Boolean_PrimaryMode Equal to False
    • Actions
      • Trigger - Turn off (This trigger)
      • -------- --------
      • Set VariableSet Boolean_PrimaryMode = True
      • Set VariableSet Boolean_ModePR = True
      • Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Prophet R...
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Picked unit)) Equal to Race Picker
            • Then - Actions
              • Unit - Remove (Picked unit) from the game
            • Else - Actions
      • 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
              • ((Player((Integer A))) is in PlayerGroup_InGamePlayers.) Equal to True
            • Then - Actions
              • Unit - Create 1 Prophet [Random] for (Player((Integer A))) at ((Player((Integer A))) start location) facing Default building facing degrees
              • Set VariableSet Point_Temp = (Position of (Last created unit))
              • Special Effect - Create a special effect at Point_Temp using Abilities\Spells\Items\AIil\AIilTarget.mdl
              • Special Effect - Destroy (Last created special effect)
              • Custom script: call RemoveLocation(udg_Point_Temp)
              • Selection - Select (Last created unit) for (Owner of (Last created unit))
              • Set VariableSet Units_Builder[(Integer A)] = (Last created unit)
              • Set VariableSet Boolean_Temp = True
              • Trigger - Run Update Race Icon <gen> (ignoring conditions)
              • -------- --------
              • -------- Assign Random T1 Unit --------
              • Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[1])
              • For each (Integer A) from 1 to Integers_UnitSetSize[1], do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Integer A) Equal to Integer_Temp
                    • Then - Actions
                      • Player - Limit training of UnitTypes_TowerSet1[(Integer A)] to -1 for (Triggering player)
                    • Else - Actions
                      • Player - Limit training of UnitTypes_TowerSet1[(Integer A)] to 0 for (Triggering player)
              • -------- --------
              • -------- Assign Random T2 Unit --------
              • Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[2])
              • For each (Integer A) from 1 to Integers_UnitSetSize[2], do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Integer A) Equal to Integer_Temp
                    • Then - Actions
                      • Player - Limit training of UnitTypes_TowerSet2[(Integer A)] to -1 for (Triggering player)
                    • Else - Actions
                      • Player - Limit training of UnitTypes_TowerSet2[(Integer A)] to 0 for (Triggering player)
              • -------- --------
              • -------- Assign Random T3 Unit --------
              • Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[3])
              • For each (Integer A) from 1 to Integers_UnitSetSize[3], do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Integer A) Equal to Integer_Temp
                    • Then - Actions
                      • Player - Limit training of UnitTypes_TowerSet3[(Integer A)] to -1 for (Triggering player)
                    • Else - Actions
                      • Player - Limit training of UnitTypes_TowerSet3[(Integer A)] to 0 for (Triggering player)
              • -------- --------
              • -------- Assign Random T4 Unit --------
              • Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[4])
              • For each (Integer A) from 1 to Integers_UnitSetSize[4], do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Integer A) Equal to Integer_Temp
                    • Then - Actions
                      • Player - Limit training of UnitTypes_TowerSet4[(Integer A)] to -1 for (Triggering player)
                    • Else - Actions
                      • Player - Limit training of UnitTypes_TowerSet4[(Integer A)] to 0 for (Triggering player)
              • -------- --------
              • -------- Assign Random T5 Unit --------
              • Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[5])
              • For each (Integer A) from 1 to Integers_UnitSetSize[5], do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Integer A) Equal to Integer_Temp
                    • Then - Actions
                      • Player - Limit training of UnitTypes_TowerSet5[(Integer A)] to -1 for (Triggering player)
                    • Else - Actions
                      • Player - Limit training of UnitTypes_TowerSet5[(Integer A)] to 0 for (Triggering player)
              • -------- --------
              • -------- Assign Random T6 Unit --------
              • Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[6])
              • For each (Integer A) from 1 to Integers_UnitSetSize[6], do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • (Integer A) Equal to Integer_Temp
                    • Then - Actions
                      • Player - Limit training of UnitTypes_TowerSet6[(Integer A)] to -1 for (Triggering player)
                    • Else - Actions
                      • Player - Limit training of UnitTypes_TowerSet6[(Integer A)] to 0 for (Triggering player)
              • -------- --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Booleans_BuilderHeal[(Player number of (Triggering player))] Equal to False
                • Then - Actions
                  • Unit - Add Holy Light Prophet to Units_Builder[(Player number of (Triggering player))]
                • Else - Actions
                  • Unit - Remove Holy Light Prophet from Units_Builder[(Player number of (Triggering player))]
            • Else - Actions
  • Mode PH
    • Events
    • Conditions
      • Boolean_PrimaryMode Equal to False
    • Actions
      • Trigger - Turn off (This trigger)
      • -------- --------
      • Set VariableSet Boolean_PrimaryMode = True
      • Set VariableSet Boolean_ModePH = True
      • Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Prophet H...
      • Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Picked unit)) Equal to Race Picker
            • Then - Actions
              • Unit - Remove (Picked unit) from the game
            • Else - Actions
      • 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
              • ((Player((Integer A))) is in PlayerGroup_InGamePlayers.) Equal to True
            • Then - Actions
              • Unit - Create 1 Hybrid Builder for (Player((Integer A))) at ((Player((Integer A))) start location) facing Default building facing degrees
              • Set VariableSet Point_Temp = (Position of (Last created unit))
              • Special Effect - Create a special effect at Point_Temp using Abilities\Spells\Items\AIil\AIilTarget.mdl
              • Special Effect - Destroy (Last created special effect)
              • Custom script: call RemoveLocation(udg_Point_Temp)
              • Selection - Select (Last created unit) for (Owner of (Last created unit))
              • Set VariableSet Units_Builder[(Integer A)] = (Last created unit)
              • Set VariableSet Boolean_Temp = True
              • Trigger - Run Update Race Icon <gen> (ignoring conditions)
              • -------- --------
              • -------- Assign Random T1 Unit --------
              • For each (Integer A) from 1 to Integers_UnitSetSize[1], do (Actions)
                • Loop - Actions
                  • Player - Limit training of UnitTypes_TowerSet1[(Integer A)] to -1 for (Triggering player)
              • -------- --------
              • -------- Assign Random T2 Unit --------
              • For each (Integer A) from 1 to Integers_UnitSetSize[2], do (Actions)
                • Loop - Actions
                  • Player - Limit training of UnitTypes_TowerSet2[(Integer A)] to -1 for (Triggering player)
              • -------- --------
              • -------- Assign Random T3 Unit --------
              • For each (Integer A) from 1 to Integers_UnitSetSize[3], do (Actions)
                • Loop - Actions
                  • Player - Limit training of UnitTypes_TowerSet3[(Integer A)] to -1 for (Triggering player)
              • -------- --------
              • -------- Assign Random T4 Unit --------
              • For each (Integer A) from 1 to Integers_UnitSetSize[4], do (Actions)
                • Loop - Actions
                  • Player - Limit training of UnitTypes_TowerSet4[(Integer A)] to -1 for (Triggering player)
              • -------- --------
              • -------- Assign Random T5 Unit --------
              • For each (Integer A) from 1 to Integers_UnitSetSize[5], do (Actions)
                • Loop - Actions
                  • Player - Limit training of UnitTypes_TowerSet5[(Integer A)] to -1 for (Triggering player)
              • -------- --------
              • -------- Assign Random T6 Unit --------
              • For each (Integer A) from 1 to Integers_UnitSetSize[6], do (Actions)
                • Loop - Actions
                  • Player - Limit training of UnitTypes_TowerSet6[(Integer A)] to -1 for (Triggering player)
              • -------- --------
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Booleans_BuilderHeal[(Player number of (Triggering player))] Equal to False
                • Then - Actions
                  • Unit - Add Holy Light Prophet to Units_Builder[(Player number of (Triggering player))]
                • Else - Actions
                  • Unit - Remove Holy Light Prophet from Units_Builder[(Player number of (Triggering player))]
            • Else - Actions
  • Mode HG
    • Events
    • Conditions
      • Boolean_SecondaryMode Equal to False
    • Actions
      • Trigger - Turn off (This trigger)
      • -------- --------
      • Set VariableSet Boolean_SecondaryMode = True
      • Set VariableSet Boolean_ModeHG = True
      • Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Hourglass...
  • Mode GG
    • Events
    • Conditions
      • Boolean_SecondaryMode Equal to False
    • Actions
      • Trigger - Turn off (This trigger)
      • -------- --------
      • Set VariableSet Boolean_SecondaryMode = True
      • Set VariableSet Boolean_ModeGG = True
      • Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Good Game...
  • Mode MM
    • Events
    • Conditions
      • Boolean_SecondaryMode Equal to False
    • Actions
      • Trigger - Turn off (This trigger)
      • -------- --------
      • Set VariableSet Boolean_SecondaryMode = True
      • Set VariableSet Boolean_ModeMM = True
      • Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Mastermin...
      • Visibility - Enable fog of war
      • Visibility - Enable black mask
      • Player Group - Pick every player in (All allies of Player 23 (Emerald).) and do (Actions)
        • Loop - Actions
          • Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across WestVision <gen>
      • Player Group - Pick every player in (All allies of Player 24 (Peanut).) and do (Actions)
        • Loop - Actions
          • Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across EastVision <gen>
  • Select A Mode Run
    • Events
      • Player - Player 1 (Red) types a chat message containing - as A substring
    • Conditions
    • Actions
      • Set VariableSet Boolean_Temp = False
      • For each (Integer Integer_Modes) from 1 to (((Length of String_Temp) - 1) / 2), do (Actions)
        • Loop - Actions
          • Set VariableSet String_GameMode = (Substring(String_Temp, (2 x Integer_Modes), ((2 x Integer_Modes) + 1)))
          • Set VariableSet Boolean_Temp = False
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • String_GameMode Equal to pa
                  • String_GameMode Equal to pr
                  • String_GameMode Equal to ph
                  • String_GameMode Equal to hg
                  • String_GameMode Equal to gg
                  • String_GameMode Equal to mm
            • Then - Actions
              • Set VariableSet Boolean_Temp = True
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Boolean_Temp Equal to False
        • Then - Actions
          • Skip remaining actions
        • Else - Actions
      • For each (Integer Integer_Modes) from 1 to (((Length of String_Temp) - 1) / 2), do (Actions)
        • Loop - Actions
          • Set VariableSet String_GameMode = (Substring(String_Temp, (2 x Integer_Modes), ((2 x Integer_Modes) + 1)))
          • Set VariableSet Boolean_Temp = False
          • -------- --------
          • -------- Primary Mode --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • String_GameMode Equal to pa
            • Then - Actions
              • Set VariableSet Boolean_Temp = True
              • Trigger - Run Mode PA <gen> (checking conditions)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • String_GameMode Equal to pr
            • Then - Actions
              • Set VariableSet Boolean_Temp = True
              • Trigger - Run Mode PR <gen> (checking conditions)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • String_GameMode Equal to ph
            • Then - Actions
              • Set VariableSet Boolean_Temp = True
              • Trigger - Run Mode PH <gen> (checking conditions)
            • Else - Actions
          • -------- --------
          • -------- Secondary Mode --------
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • String_GameMode Equal to hg
            • Then - Actions
              • Set VariableSet Boolean_Temp = True
              • Trigger - Run Mode HG <gen> (checking conditions)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • String_GameMode Equal to gg
            • Then - Actions
              • Set VariableSet Boolean_Temp = True
              • Trigger - Run Mode GG <gen> (checking conditions)
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • String_GameMode Equal to mm
            • Then - Actions
              • Set VariableSet Boolean_Temp = True
              • Trigger - Run Mode MM <gen> (checking conditions)
            • Else - Actions
      • -------- --------
      • Trigger - Turn off (This trigger)
  • Select A Mode Event
    • Events
      • Player - Player 1 (Red) types a chat message containing - as A substring
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • Boolean_SinglePlayer Equal to True
          • (Triggering player) Equal to Player 1 (Red)
    • Actions
      • Set VariableSet String_Temp = (Entered chat string)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Boolean_GameInit Equal to True
        • Then - Actions
          • Trigger - Run Select A Mode Run <gen> (ignoring conditions)
          • Countdown Timer - Resume Timer_Game
          • Countdown Timer - Start Timer_Game as a One-shot timer that will expire in 1.00 seconds
        • Else - Actions
          • Game - Display to Player Group - Player 1 (Red) the text: Cannot type mode un...
  • Generate Mode String
    • Events
    • Conditions
    • Actions
      • Trigger - Turn off (This trigger)
      • -------- --------
      • Set VariableSet String_Mode = <Empty String>
      • -------- --------
      • -------- Primary Mode --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Boolean_ModePA Equal to True
        • Then - Actions
          • Set VariableSet String_Mode = -pa
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Boolean_ModePR Equal to True
        • Then - Actions
          • Set VariableSet String_Mode = -pr
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Boolean_ModePH Equal to True
        • Then - Actions
          • Set VariableSet String_Mode = -ph
        • Else - Actions
      • -------- --------
      • -------- Secondary Mode --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Boolean_ModeHG Equal to True
        • Then - Actions
          • Set VariableSet String_Mode = (String_Mode + hg)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Boolean_ModeGG Equal to True
        • Then - Actions
          • Set VariableSet String_Mode = (String_Mode + gg)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Boolean_ModeMM Equal to True
        • Then - Actions
          • Set VariableSet String_Mode = (String_Mode + mm)
        • Else - Actions
      • -------- --------
      • -------- Update On Multiboard --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Boolean_DebugMode Equal to True
        • Then - Actions
          • Multiboard - Change the title of Multiboard to (|cffffcc00Champion TD|r + (|cffff0000 ( + (String_Mode + *)|r)))
        • Else - Actions
          • Multiboard - Change the title of Multiboard to (|cffffcc00Champion TD|r + (|cffff0000 ( + (String_Mode + )|r)))
  • Clean Mode Stuff And Start Game
    • Events
    • Conditions
    • Actions
      • Floating Text - Destroy FloatingText_PrimaryMode
      • Floating Text - Destroy FloatingText_SecondaryMode
      • -------- --------
      • -------- Default PA (No primary mode selected) --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Boolean_PrimaryMode Equal to False
        • Then - Actions
          • Trigger - Run Mode PA <gen> (ignoring conditions)
          • Trigger - Run Mode HG <gen> (ignoring conditions)
          • Trigger - Run Mode GG <gen> (ignoring conditions)
          • Trigger - Run Mode MM <gen> (ignoring conditions)
        • Else - Actions
      • -------- --------
      • Trigger - Turn off Mode PA <gen>
      • Trigger - Turn off Mode PR <gen>
      • Trigger - Turn off Mode PH <gen>
      • Trigger - Turn off Mode HG <gen>
      • Trigger - Turn off Mode GG <gen>
      • Trigger - Turn off Mode MM <gen>
      • Trigger - Turn off Select A Mode Run <gen>
      • Trigger - Turn off Select A Mode Event <gen>
      • Trigger - Turn off Start Game At 10 Second <gen>
      • -------- --------
      • Trigger - Run Generate Mode String <gen> (ignoring conditions)
      • Player Group - Pick every player in PlayerGroup_InGamePlayers and do (Actions)
        • Loop - Actions
          • Unit - Create 1 Red Is Picking A Game Mode for (Picked player) at ((Picked player) start location) facing Default building facing degrees
      • -------- --------
      • Trigger - Turn off (This trigger)
  • Start Game At 10 Second
    • Events
      • Time - Timer_Game expires
    • Conditions
    • Actions
      • Trigger - Run Clean Mode Stuff And Start Game <gen> (ignoring conditions)
      • Trigger - Run Start Game <gen> (ignoring conditions)
      • Custom script: call PauseTimer(udg_Timer_Game)
      • Custom script: call DestroyTimer(udg_Timer_Game)
 

Uncle

Warcraft Moderator
Level 66
Joined
Aug 10, 2018
Messages
6,744
Display some text messages throughout your triggers to figure out what's going on.

But I imagine it's an issue with your Secondary Mode conditions not being met:
  • String_GameMode Equal to hg
Which means that String_GameMode is not being set to the correct value. Try displaying String_GameMode in text messages as well.
 
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