- Joined
- Mar 27, 2008
- Messages
- 8,035
Situation 1:
Well, it is a "create-something-at-something" function, right ?
I mean, does this count as "location/point" ?
Situation 2:
This ?
This ?
NOTE: I'm showing examples of situation, so don't comment on the efficiency of the trigger "hey, you're using Wait, n00b"
Please, don't
Keep it short and simple, thank you
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Actions
- Special Effect - Create a special effect attached to the overhead of (Triggering unit) using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
- Special Effect - Destroy (Last created special effect)
Well, it is a "create-something-at-something" function, right ?
I mean, does this count as "location/point" ?
Situation 2:
This ?
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Actions
- Custom script: set bj_wantDestroyGroup
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Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
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Loop - Actions
- Set PickedLoc = (Position of (Picked unit))
- Custom script: call RemoveLocation(udg_PickedLoc)
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Loop - Actions
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Actions
- Custom script: set bj_wantDestroyGroup
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Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
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Loop - Actions
- Set PickedLoc = (Position of (Picked unit))
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Loop - Actions
- Custom script: call RemoveLocation(udg_PickedLoc)
This ?
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Actions
- Set UnitGroup = (Units in (Playable map area))
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Unit Group - Pick every unit in UnitGroup and do (Actions)
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Loop - Actions
- Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 25.00)
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Loop - Actions
- Custom script: call DestroyGroup(udg_UnitGroup)
- Unit Group - Add (Triggering unit) to UnitGroup
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Actions
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Unit Group - Pick every unit in UnitGroup and do (Actions)
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Loop - Actions
- Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 25.00)
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Loop - Actions
- Wait 5.00 seconds
- Unit Group - Remove all units from UnitGroup
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Unit Group - Pick every unit in UnitGroup and do (Actions)
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Actions
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Player Group - Pick every player in (All players) and do (Actions)
- Loop - Actions
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Player Group - Pick every player in (All players) and do (Actions)
- Custom script: call DestroyForce(udg_Variable)
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Events
- Map initialization
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Events
- Time - Elapsed game time is 0.00 seconds
NOTE: I'm showing examples of situation, so don't comment on the efficiency of the trigger "hey, you're using Wait, n00b"
Please, don't
Keep it short and simple, thank you