- Joined
- May 20, 2009
- Messages
- 822
Need help with this custom Harvest system
Having some huge leaks in here and I can't quite find them.
EDIT: It may be the last trigger, but stay tuned as there's bound to be A LOT more, not to mention it's nice to see if there's anything else I need to fix. (Especially since I'm highly considering submitting this)
EDIT2: Okay so now I can't get the second ITE to function. . .The conditions are not the issue, as I put some text to display there and it displays.
Having some huge leaks in here and I can't quite find them.
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Ordered To Mine
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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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 (Triggering unit)) Equal to Peasant
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Then - 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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(Ability being cast) Equal to Harvest
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Then - Actions
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Unit - Add Peasant Morph to (Triggering unit)
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Selection - Remove (Triggering unit) from selection for (Owner of (Triggering unit))
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Animation - Play Gold Mine 0013 <gen>'s work animation
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Set __GS_GoldHarvestMaxIndex = (__GS_GoldHarvestMaxIndex + 1)
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Set __GS_GoldHarvestingUpdate[__GS_GoldHarvestMaxIndex] = 1
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Set __GS_TargetMine[__GS_GoldHarvestMaxIndex] = (Target unit of ability being cast)
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Set __GS_GoldHarvestTimer[__GS_GoldHarvestMaxIndex] = 0
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Set __GS_GoldHarvestUnit[__GS_GoldHarvestMaxIndex] = (Triggering unit)
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Set __GS_GoldHarvestUnitPoint[__GS_GoldHarvestMaxIndex] = (Position of __GS_GoldHarvestUnit[__GS_GoldHarvestMaxIndex])
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Else - Actions
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Else - Actions
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Timer Order Return
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Events
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Time - Every 0.03 seconds of game time
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Conditions
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Actions
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For each (Integer __GS_GoldHarvestMaxIndex) from 1 to __GS_GoldHarvestInit, 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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__GS_GoldHarvestingUpdate[__GS_GoldHarvestInit] Equal to 1
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__GS_GoldHarvestTimer[__GS_GoldHarvestInit] Less than 67
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Then - Actions
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Set __GS_GoldHarvestTimer[__GS_GoldHarvestInit] = (__GS_GoldHarvestTimer[__GS_GoldHarvestInit] + 1)
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Selection - Remove __GS_GoldHarvestUnit[__GS_GoldHarvestInit] from selection
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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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__GS_GoldHarvestingUpdate[__GS_GoldHarvestInit] Equal to 1
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__GS_GoldHarvestTimer[__GS_GoldHarvestInit] Equal to 66
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Then - Actions
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Unit - Remove Peasant Morph from __GS_GoldHarvestUnit[__GS_GoldHarvestInit]
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Unit - Add Peasant Remorph to __GS_GoldHarvestUnit[__GS_GoldHarvestInit]
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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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__GS_GoldHarvestingUpdate[__GS_GoldHarvestInit] Equal to 1
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__GS_GoldHarvestTimer[__GS_GoldHarvestInit] Equal to 67
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Then - Actions
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Set __GS_GoldHarvestingUpdate[__GS_GoldHarvestInit] = 0
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Animation - Add the gold animation tag to __GS_GoldHarvestUnit[__GS_GoldHarvestInit]
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Animation - Play Gold Mine 0013 <gen>'s stand animation
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Neutral Building - Add -100 gold to Gold Mine 0013 <gen>
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Unit - Remove Peasant Remorph from __GS_GoldHarvestUnit[__GS_GoldHarvestInit]
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Unit - Add Return Resources to __GS_GoldHarvestUnit[__GS_GoldHarvestInit]
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Unit - Remove Harvest from __GS_GoldHarvestUnit[__GS_GoldHarvestInit]
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units within 8192.00 of __GS_GoldHarvestUnitPoint[__GS_GoldHarvestInit]) 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 __GS_ReturnSource[__GS_GoldHarvestInit]
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Then - Actions
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Unit - Order GoldReturningUnit to Neutral Alchemist - Transmute (Picked unit)
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Custom script: call RemoveLocation(udg___GS_GoldHarvestUnitPoint[udg___GS_GoldHarvestInit])
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Else - Actions
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Set __GS_GoldHarvestUnit[__GS_GoldHarvestInit] = No unit
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Else - Actions
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HarvesterDontIdle
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Events
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Time - Every 0.00 seconds of game time
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Conditions
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Actions
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For each (Integer __GS_GoldHarvestInit) from 1 to __GS_GoldHarvestMaxIndex, 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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__GS_GoldHarvestingUpdate[__GS_GoldHarvestInit] Equal to 1
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__GS_GoldHarvestTimer[__GS_GoldHarvestInit] Less than 67
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Then - Actions
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Unit - Order __GS_GoldHarvestUnit[__GS_GoldHarvestInit] to Undead Crypt Fiend - Web __GS_TargetMine[__GS_GoldHarvestInit]
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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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GoldReturningUpdate Equal to 1
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GoldReturnedTimer Less than 67
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Then - Actions
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units within 8192.00 of __GS_GoldHarvestUnitPoint[__GS_GoldHarvestInit]) 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 __GS_ReturnSource[__GS_GoldHarvestInit]
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Then - Actions
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Unit - Order GoldReturningUnit to Neutral Alchemist - Transmute (Picked unit)
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Custom script: call RemoveLocation(udg___GS_GoldHarvestUnitPoint[udg___GS_GoldHarvestInit])
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Else - Actions
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Else - Actions
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EDIT: It may be the last trigger, but stay tuned as there's bound to be A LOT more, not to mention it's nice to see if there's anything else I need to fix. (Especially since I'm highly considering submitting this)
EDIT2: Okay so now I can't get the second ITE to function. . .The conditions are not the issue, as I put some text to display there and it displays.
Last edited: