- Joined
- Jun 20, 2017
- Messages
- 380
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)
-


-------- --------
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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)
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Loop - Actions
-




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 (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)
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Loop - Actions
-




If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-





If - Conditions
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((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
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Set VariableSet Point_Temp = (Position of (Last created unit))
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Special Effect - Create a special effect at Point_Temp using Abilities\Spells\Items\AIil\AIilTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Custom script: call RemoveLocation(udg_Point_Temp)
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Selection - Select (Last created unit) for (Owner of (Last created unit))
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Set VariableSet Units_Builder[(Integer A)] = (Last created unit)
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Set VariableSet Boolean_Temp = True
-






Trigger - Run Update Race Icon <gen> (ignoring conditions)
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-------- --------
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-------- Assign Random T1 Unit --------
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Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[1])
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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
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(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)
-
-
-
-
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-------- --------
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-------- Assign Random T2 Unit --------
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Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[2])
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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)
-
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Else - Actions
-










Player - Limit training of UnitTypes_TowerSet2[(Integer A)] to 0 for (Triggering player)
-
-
-
-
-






-------- --------
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-------- Assign Random T3 Unit --------
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Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[3])
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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
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(Integer A) Equal to Integer_Temp
-
-









Then - Actions
-










Player - Limit training of UnitTypes_TowerSet3[(Integer A)] to -1 for (Triggering player)
-
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Else - Actions
-










Player - Limit training of UnitTypes_TowerSet3[(Integer A)] to 0 for (Triggering player)
-
-
-
-
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-------- --------
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-------- Assign Random T4 Unit --------
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Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[4])
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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
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(Integer A) Equal to Integer_Temp
-
-









Then - Actions
-










Player - Limit training of UnitTypes_TowerSet4[(Integer A)] to -1 for (Triggering player)
-
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Else - Actions
-










Player - Limit training of UnitTypes_TowerSet4[(Integer A)] to 0 for (Triggering player)
-
-
-
-
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-------- --------
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-------- Assign Random T5 Unit --------
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Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[5])
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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
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(Integer A) Equal to Integer_Temp
-
-









Then - Actions
-










Player - Limit training of UnitTypes_TowerSet5[(Integer A)] to -1 for (Triggering player)
-
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Else - Actions
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Player - Limit training of UnitTypes_TowerSet5[(Integer A)] to 0 for (Triggering player)
-
-
-
-
-






-------- --------
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-------- Assign Random T6 Unit --------
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Set VariableSet Integer_Temp = (Random integer number between 1 and Integers_UnitSetSize[6])
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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
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(Integer A) Equal to Integer_Temp
-
-









Then - Actions
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Player - Limit training of UnitTypes_TowerSet6[(Integer A)] to -1 for (Triggering player)
-
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Else - Actions
-










Player - Limit training of UnitTypes_TowerSet6[(Integer A)] to 0 for (Triggering player)
-
-
-
-
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-------- --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-







If - Conditions
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Booleans_BuilderHeal[(Player number of (Triggering player))] Equal to False
-
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Then - Actions
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Unit - Add Holy Light Prophet to Units_Builder[(Player number of (Triggering player))]
-
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Else - Actions
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Unit - Remove Holy Light Prophet from Units_Builder[(Player number of (Triggering player))]
-
-
-
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Else - Actions
-
-
-
-
-
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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
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(Unit-type of (Picked unit)) Equal to Race Picker
-
-





Then - Actions
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Unit - Remove (Picked unit) from the game
-
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Else - Actions
-
-
-
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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
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((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
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Set VariableSet Point_Temp = (Position of (Last created unit))
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Special Effect - Create a special effect at Point_Temp using Abilities\Spells\Items\AIil\AIilTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Custom script: call RemoveLocation(udg_Point_Temp)
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Selection - Select (Last created unit) for (Owner of (Last created unit))
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Set VariableSet Units_Builder[(Integer A)] = (Last created unit)
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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
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(Integer A) Equal to Integer_Temp
-
-









Then - Actions
-










Player - Limit training of UnitTypes_TowerSet4[(Integer A)] to -1 for (Triggering player)
-
-









Else - Actions
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Player - Limit training of UnitTypes_TowerSet4[(Integer A)] to 0 for (Triggering player)
-
-
-
-
-






-------- --------
-






-------- Assign Random T5 Unit --------
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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
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((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)
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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
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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
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Or - Any (Conditions) are true
-







Conditions
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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)
-
-

