- 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!)
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Mode PA
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Events
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Conditions
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Boolean_PrimaryMode Equal to False
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Actions
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Trigger - Turn off (This trigger)
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-------- --------
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Set VariableSet Boolean_PrimaryMode = True
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Set VariableSet Boolean_ModePA = True
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Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Prophet A...
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Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Picked unit)) Equal to Race Picker
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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)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Player((Integer A))) is in PlayerGroup_InGamePlayers.) Equal to True
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Then - Actions
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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
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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)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Integer A) Equal to Integer_Temp
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Then - Actions
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Player - Limit training of UnitTypes_TowerSet1[(Integer A)] to -1 for (Triggering player)
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Else - Actions
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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)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Integer A) Equal to Integer_Temp
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Then - Actions
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Player - Limit training of UnitTypes_TowerSet2[(Integer A)] to -1 for (Triggering player)
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Else - Actions
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Player - Limit training of UnitTypes_TowerSet2[(Integer A)] to 0 for (Triggering player)
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-------- --------
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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)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Integer A) Equal to Integer_Temp
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Then - Actions
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Player - Limit training of UnitTypes_TowerSet3[(Integer A)] to -1 for (Triggering player)
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Else - Actions
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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)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Integer A) Equal to Integer_Temp
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Then - Actions
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Player - Limit training of UnitTypes_TowerSet4[(Integer A)] to -1 for (Triggering player)
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Else - Actions
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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)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Integer A) Equal to Integer_Temp
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Then - Actions
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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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-------- --------
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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)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Integer A) Equal to Integer_Temp
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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
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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)
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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
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Events
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Conditions
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Boolean_PrimaryMode Equal to False
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Actions
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Trigger - Turn off (This trigger)
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-------- --------
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Set VariableSet Boolean_PrimaryMode = True
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Set VariableSet Boolean_ModePR = True
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Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Prophet R...
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Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Picked unit)) Equal to Race Picker
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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)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Player((Integer A))) is in PlayerGroup_InGamePlayers.) Equal to True
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Then - Actions
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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
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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)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Integer A) Equal to Integer_Temp
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Then - Actions
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Player - Limit training of UnitTypes_TowerSet1[(Integer A)] to -1 for (Triggering player)
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Else - Actions
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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)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Integer A) Equal to Integer_Temp
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Then - Actions
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Player - Limit training of UnitTypes_TowerSet2[(Integer A)] to -1 for (Triggering player)
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Else - Actions
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Player - Limit training of UnitTypes_TowerSet2[(Integer A)] to 0 for (Triggering player)
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-------- --------
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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)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Integer A) Equal to Integer_Temp
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Then - Actions
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Player - Limit training of UnitTypes_TowerSet3[(Integer A)] to -1 for (Triggering player)
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Else - Actions
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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)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Integer A) Equal to Integer_Temp
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Then - Actions
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Player - Limit training of UnitTypes_TowerSet4[(Integer A)] to -1 for (Triggering player)
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Else - Actions
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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)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Integer A) Equal to Integer_Temp
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Then - Actions
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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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-------- --------
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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)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Integer A) Equal to Integer_Temp
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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
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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)
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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 PH
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Events
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Conditions
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Boolean_PrimaryMode Equal to False
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Actions
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Trigger - Turn off (This trigger)
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-------- --------
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Set VariableSet Boolean_PrimaryMode = True
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Set VariableSet Boolean_ModePH = True
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Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Prophet H...
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Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Unit-type of (Picked unit)) Equal to Race Picker
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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)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Player((Integer A))) is in PlayerGroup_InGamePlayers.) Equal to True
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Then - Actions
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Unit - Create 1 Hybrid 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
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Trigger - Run Update Race Icon <gen> (ignoring conditions)
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-------- --------
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-------- Assign Random T1 Unit --------
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For each (Integer A) from 1 to Integers_UnitSetSize[1], do (Actions)
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Loop - Actions
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Player - Limit training of UnitTypes_TowerSet1[(Integer A)] to -1 for (Triggering player)
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-------- --------
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-------- Assign Random T2 Unit --------
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For each (Integer A) from 1 to Integers_UnitSetSize[2], do (Actions)
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Loop - Actions
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Player - Limit training of UnitTypes_TowerSet2[(Integer A)] to -1 for (Triggering player)
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-------- --------
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-------- Assign Random T3 Unit --------
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For each (Integer A) from 1 to Integers_UnitSetSize[3], do (Actions)
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Loop - Actions
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Player - Limit training of UnitTypes_TowerSet3[(Integer A)] to -1 for (Triggering player)
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-------- --------
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-------- Assign Random T4 Unit --------
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For each (Integer A) from 1 to Integers_UnitSetSize[4], do (Actions)
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Loop - Actions
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Player - Limit training of UnitTypes_TowerSet4[(Integer A)] to -1 for (Triggering player)
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-------- --------
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-------- Assign Random T5 Unit --------
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For each (Integer A) from 1 to Integers_UnitSetSize[5], do (Actions)
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Loop - Actions
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Player - Limit training of UnitTypes_TowerSet5[(Integer A)] to -1 for (Triggering player)
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-------- --------
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-------- Assign Random T6 Unit --------
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For each (Integer A) from 1 to Integers_UnitSetSize[6], do (Actions)
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Loop - Actions
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Player - Limit training of UnitTypes_TowerSet6[(Integer A)] to -1 for (Triggering player)
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-------- --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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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 HG
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Events
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Conditions
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Boolean_SecondaryMode Equal to False
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Actions
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Trigger - Turn off (This trigger)
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-------- --------
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Set VariableSet Boolean_SecondaryMode = True
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Set VariableSet Boolean_ModeHG = True
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Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Hourglass...
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Mode GG
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Events
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Conditions
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Boolean_SecondaryMode Equal to False
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Actions
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Trigger - Turn off (This trigger)
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-------- --------
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Set VariableSet Boolean_SecondaryMode = True
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Set VariableSet Boolean_ModeGG = True
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Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Good Game...
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Mode MM
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Events
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Conditions
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Boolean_SecondaryMode Equal to False
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Actions
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Trigger - Turn off (This trigger)
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-------- --------
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Set VariableSet Boolean_SecondaryMode = True
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Set VariableSet Boolean_ModeMM = True
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Game - Display to (All players) for 10.00 seconds the text: |cffffcc00Mastermin...
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Visibility - Enable fog of war
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Visibility - Enable black mask
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Player Group - Pick every player in (All allies of Player 23 (Emerald).) and do (Actions)
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Loop - Actions
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Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across WestVision <gen>
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Player Group - Pick every player in (All allies of Player 24 (Peanut).) and do (Actions)
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Loop - Actions
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Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across EastVision <gen>
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Select A Mode Run
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Events
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Player - Player 1 (Red) types a chat message containing - as A substring
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Conditions
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Actions
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Set VariableSet Boolean_Temp = False
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For each (Integer Integer_Modes) from 1 to (((Length of String_Temp) - 1) / 2), do (Actions)
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Loop - Actions
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Set VariableSet String_GameMode = (Substring(String_Temp, (2 x Integer_Modes), ((2 x Integer_Modes) + 1)))
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Set VariableSet Boolean_Temp = False
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Or - Any (Conditions) are true
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Conditions
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String_GameMode Equal to pa
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String_GameMode Equal to pr
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String_GameMode Equal to ph
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String_GameMode Equal to hg
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String_GameMode Equal to gg
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String_GameMode Equal to mm
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Then - Actions
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Set VariableSet Boolean_Temp = True
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Boolean_Temp Equal to False
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Then - Actions
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Skip remaining actions
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Else - Actions
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For each (Integer Integer_Modes) from 1 to (((Length of String_Temp) - 1) / 2), do (Actions)
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Loop - Actions
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Set VariableSet String_GameMode = (Substring(String_Temp, (2 x Integer_Modes), ((2 x Integer_Modes) + 1)))
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Set VariableSet Boolean_Temp = False
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-------- --------
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-------- Primary Mode --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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String_GameMode Equal to pa
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Then - Actions
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Set VariableSet Boolean_Temp = True
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Trigger - Run Mode PA <gen> (checking conditions)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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String_GameMode Equal to pr
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Then - Actions
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Set VariableSet Boolean_Temp = True
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Trigger - Run Mode PR <gen> (checking conditions)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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String_GameMode Equal to ph
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Then - Actions
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Set VariableSet Boolean_Temp = True
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Trigger - Run Mode PH <gen> (checking conditions)
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Else - Actions
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-------- --------
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-------- Secondary Mode --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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String_GameMode Equal to hg
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Then - Actions
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Set VariableSet Boolean_Temp = True
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Trigger - Run Mode HG <gen> (checking conditions)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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String_GameMode Equal to gg
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Then - Actions
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Set VariableSet Boolean_Temp = True
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Trigger - Run Mode GG <gen> (checking conditions)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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String_GameMode Equal to mm
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Then - Actions
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Set VariableSet Boolean_Temp = True
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Trigger - Run Mode MM <gen> (checking conditions)
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Else - Actions
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-------- --------
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Trigger - Turn off (This trigger)
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Select A Mode Event
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Events
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Player - Player 1 (Red) types a chat message containing - as A substring
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Conditions
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Or - Any (Conditions) are true
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Conditions
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Boolean_SinglePlayer Equal to True
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(Triggering player) Equal to Player 1 (Red)
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Actions
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Set VariableSet String_Temp = (Entered chat string)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Boolean_GameInit Equal to True
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Then - Actions
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Trigger - Run Select A Mode Run <gen> (ignoring conditions)
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Countdown Timer - Resume Timer_Game
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Countdown Timer - Start Timer_Game as a One-shot timer that will expire in 1.00 seconds
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Else - Actions
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Game - Display to Player Group - Player 1 (Red) the text: Cannot type mode un...
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Generate Mode String
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Events
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Conditions
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Actions
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Trigger - Turn off (This trigger)
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-------- --------
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Set VariableSet String_Mode = <Empty String>
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-------- --------
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-------- Primary Mode --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Boolean_ModePA Equal to True
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Then - Actions
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Set VariableSet String_Mode = -pa
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Boolean_ModePR Equal to True
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Then - Actions
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Set VariableSet String_Mode = -pr
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Boolean_ModePH Equal to True
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Then - Actions
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Set VariableSet String_Mode = -ph
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Else - Actions
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-------- --------
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-------- Secondary Mode --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Boolean_ModeHG Equal to True
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Then - Actions
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Set VariableSet String_Mode = (String_Mode + hg)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Boolean_ModeGG Equal to True
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Then - Actions
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Set VariableSet String_Mode = (String_Mode + gg)
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Boolean_ModeMM Equal to True
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Then - Actions
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Set VariableSet String_Mode = (String_Mode + mm)
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Else - Actions
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-------- --------
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-------- Update On Multiboard --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Boolean_DebugMode Equal to True
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Then - Actions
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Multiboard - Change the title of Multiboard to (|cffffcc00Champion TD|r + (|cffff0000 ( + (String_Mode + *)|r)))
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Else - Actions
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Multiboard - Change the title of Multiboard to (|cffffcc00Champion TD|r + (|cffff0000 ( + (String_Mode + )|r)))
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Clean Mode Stuff And Start Game
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Events
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Conditions
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Actions
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Floating Text - Destroy FloatingText_PrimaryMode
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Floating Text - Destroy FloatingText_SecondaryMode
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-------- --------
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-------- Default PA (No primary mode selected) --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Boolean_PrimaryMode Equal to False
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Then - Actions
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Trigger - Run Mode PA <gen> (ignoring conditions)
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Trigger - Run Mode HG <gen> (ignoring conditions)
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Trigger - Run Mode GG <gen> (ignoring conditions)
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Trigger - Run Mode MM <gen> (ignoring conditions)
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Else - Actions
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-------- --------
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Trigger - Turn off Mode PA <gen>
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Trigger - Turn off Mode PR <gen>
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Trigger - Turn off Mode PH <gen>
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Trigger - Turn off Mode HG <gen>
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Trigger - Turn off Mode GG <gen>
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Trigger - Turn off Mode MM <gen>
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Trigger - Turn off Select A Mode Run <gen>
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Trigger - Turn off Select A Mode Event <gen>
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Trigger - Turn off Start Game At 10 Second <gen>
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-------- --------
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Trigger - Run Generate Mode String <gen> (ignoring conditions)
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Player Group - Pick every player in PlayerGroup_InGamePlayers and do (Actions)
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Loop - Actions
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Unit - Create 1 Red Is Picking A Game Mode for (Picked player) at ((Picked player) start location) facing Default building facing degrees
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-------- --------
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Trigger - Turn off (This trigger)
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Start Game At 10 Second
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Events
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Time - Timer_Game expires
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Conditions
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Actions
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Trigger - Run Clean Mode Stuff And Start Game <gen> (ignoring conditions)
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Trigger - Run Start Game <gen> (ignoring conditions)
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Custom script: call PauseTimer(udg_Timer_Game)
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Custom script: call DestroyTimer(udg_Timer_Game)
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