• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Little help pls

Status
Not open for further replies.
Level 5
Joined
Jan 12, 2010
Messages
132
So i have a td .And this trigger is suppoed to add some experience to the towers when kill a unit.But I`m wonder if it lagg for low pc in full house.
Pls take a look and tell me your opinion :D.
  • Experience
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • ((Killing unit) is A structure) Equal to True
          • (Unit-type of (Killing unit)) Equal to Builder
      • ((Triggering unit) is an illusion) Equal to False
    • Actions
      • Set Xp_group = (Units in Region[(Player number of (Owner of (Killing unit)))] matching (((((Matching unit) is A structure) Equal to True) and ((Load 9 of (Key (Matching unit)) from Table) Less than 20)) and (((Owner of (Matching unit)) Equal to (Owner of (Killing unit))) an
      • Set Temp_integer[1] = (Number of units in Xp_group)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Load 9 of (Key (Killing unit)) from Table) Less than 20
        • Then - Actions
          • Hashtable - Save ((Load 10 of (Key (Killing unit)) from Table) + (Bonus_xp[(Player number of (Owner of (Killing unit)))] + (Real(Wave)))) as 10 of (Key (Killing unit)) in Table
          • Set Temp_real[1] = ((10.00 + (Bonus_xp[(Player number of (Owner of (Killing unit)))] x (Real(Temp_integer[1])))) / (Real(Temp_integer[1])))
        • Else - Actions
          • Set Temp_real[1] = ((0.00 + (Bonus_xp[(Player number of (Owner of (Killing unit)))] + (Real(Wave)))) + 0.00)
          • Set Temp_real[1] = (((10.00 + Temp_real[1]) + (Bonus_xp[(Player number of (Owner of (Killing unit)))] x (Real(Temp_integer[1])))) / (Real(Temp_integer[1])))
      • Unit Group - Pick every unit in Xp_group and do (Actions)
        • Loop - Actions
          • Set Temp_real[3] = (Load 10 of (Key (Picked unit)) from Table)
          • Set Temp_real[2] = (Temp_real[1] + Temp_real[3])
          • Hashtable - Save Temp_real[2] as 10 of (Key (Picked unit)) in Table
          • Set Temp_integer[2] = (Load 9 of (Key (Picked unit)) from Table)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Temp_integer[2] Greater than or equal to 10
              • Temp_integer[2] Less than or equal to 19
            • Then - Actions
              • For each (Integer A) from 10 to 20, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Temp_real[2] Greater than or equal to (Real(Lv_amount[(Integer A)]))
                      • Temp_integer[2] Less than (Integer A)
                    • Then - Actions
                      • Set Hash_unit = (Picked unit)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Integer A) Equal to 20
                        • Then - Actions
                          • Set Temp_point[1] = (Position of (Picked unit))
                          • Set Temp_group = (Units within 100.00 of Temp_point[1] matching ((((Matching unit) is A structure) Equal to False) and (((Unit-type of (Matching unit)) Not equal to Builder) and ((Owner of (Matching unit)) Not equal to Player 9 (Gray)))))
                          • Unit Group - Pick every unit in Temp_group and do (Actions)
                            • Loop - Actions
                              • Set Temp_point[2] = (Temp_point[1] offset by 150.00 towards (Random angle) degrees)
                              • Unit - Move (Picked unit) instantly to Temp_point[2]
                              • Custom script: call RemoveLocation(udg_Temp_point[2])
                          • Custom script: call RemoveLocation(udg_Temp_point[1])
                          • Custom script: call DestroyGroup(udg_Temp_group)
                          • Set Temp_real[4] = (Temp_real[2] - (Real(Lv_amount[(Integer A)])))
                          • Hashtable - Save Temp_real[4] as 10 of (Key (Picked unit)) in Table
                          • Hashtable - Save 20 as 9 of (Key (Picked unit)) in Table
                          • Set Temp_point[1] = (Position of (Picked unit))
                          • Set Temp_point[10] = (Center of Region 005 <gen>)
                          • Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
                          • Set Integer_x[7] = 0
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • ((Picked unit) is in Char_group) Equal to True
                            • Then - Actions
                              • For each (Integer B) from 1 to 6, do (Actions)
                                • Loop - Actions
                                  • Set Temp_integer[11] = (Load ((Integer B) + 2) of (Key (Picked unit)) from Table_char)
                                  • Set Temp_integer[12] = (Load (Integer B) of (Key (Picked unit)) from Table)
                                  • Hashtable - Save (Temp_integer[12] - Temp_integer[11]) as (Integer B) of (Key (Picked unit)) in Table
                              • Special Effect - Destroy (Load 2 of (Key (Picked unit)) in Table_char)
                              • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Table_char
                              • Unit Group - Remove (Picked unit) from Char_group
                            • Else - Actions
                          • For each (Integer B) from 1 to 6, do (Actions)
                            • Loop - Actions
                              • Set Integer_x[(Integer B)] = (Load (Integer B) of (Key (Picked unit)) from Table)
                              • Set Integer_x[7] = (Integer_x[7] + Integer_x[(Integer B)])
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Level of Display (pierce) for (Picked unit)) Equal to 1
                            • Then - Actions
                              • Unit - Create 1 Sin Eater for (Owner of (Picked unit)) at Temp_point[10] facing Default building facing degrees
                              • Set Temp_unit[3] = (Last created unit)
                              • Unit - Set the custom value of (Last created unit) to 1
                            • Else - Actions
                              • Unit - Create 1 Overlord for (Owner of (Picked unit)) at Temp_point[10] facing Default building facing degrees
                              • Set Temp_unit[3] = (Last created unit)
                              • Unit - Set the custom value of (Last created unit) to 1
                          • Set Hash_unit = (Last created unit)
                          • For each (Integer B) from 1 to 7, do (Actions)
                            • Loop - Actions
                              • Hashtable - Save (Load (Integer B) of (Key (Picked unit)) from Table) as (Integer B) of (Key (Last created unit)) in Table
                          • Hashtable - Save Handle Of(Load 8 of (Key (Picked unit)) in Table) as 8 of (Key (Last created unit)) in Table
                          • Hashtable - Save (Load 9 of (Key (Picked unit)) from Table) as 9 of (Key (Last created unit)) in Table
                          • Hashtable - Save (Load 10 of (Key (Picked unit)) from Table) as 10 of (Key (Last created unit)) in Table
                          • Hashtable - Save (Load 11 of (Key (Picked unit)) from Table) as 11 of (Key (Last created unit)) in Table
                          • Special Effect - Create a special effect at Temp_point[1] using war3mapImported\HolyAwakening.mdx
                          • Special Effect - Destroy (Last created special effect)
                          • Set Skill_points = ((Load 11 of (Key (Last created unit)) from Table) + 0)
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Skill_points Equal to 0
                            • Then - Actions
                              • For each (Integer B) from 1 to 6, do (Actions)
                                • Loop - Actions
                                  • If ((Level of Ele_maxim[(Integer B)] for (Last created unit)) Equal to 0) then do (Unit - Add Ele_maxim[(Integer B)] to (Last created unit)) else do (Do nothing)
                            • Else - Actions
                          • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Table
                          • Unit - Remove (Picked unit) from the game
                          • Unit - Move Temp_unit[3] instantly to Temp_point[1]
                          • Unit - Make Temp_unit[3] Invulnerable
                          • Custom script: call RemoveLocation(udg_Temp_point[1])
                          • Custom script: call RemoveLocation(udg_Temp_point[10])
                          • Unit - Add T_ab[(Load 7 of (Key (Last created unit)) from Table)] to (Last created unit)
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Load 7 of (Key (Last created unit)) from Table) Equal to 456
                            • Then - Actions
                              • Unit Group - Remove (Picked unit) from Impetus_group
                              • Unit Group - Add (Last created unit) to Impetus_group
                            • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Load 7 of (Key (Last created unit)) from Table) Equal to 235
                            • Then - Actions
                              • Unit Group - Remove (Picked unit) from HF_group
                              • Unit Group - Add (Last created unit) to HF_group
                            • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Load 7 of (Key (Last created unit)) from Table) Equal to 135
                            • Then - Actions
                              • Unit Group - Remove (Picked unit) from Storm_group
                              • Unit Group - Add (Last created unit) to Storm_group
                            • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Load 7 of (Key (Last created unit)) from Table) Equal to 25
                            • Then - Actions
                              • Unit Group - Remove (Picked unit) from Charisma_auto
                              • Unit Group - Add (Last created unit) to Charisma_auto
                            • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Load 7 of (Key (Last created unit)) from Table) Equal to 136
                            • Then - Actions
                              • Unit Group - Remove (Picked unit) from Dtemp_group
                              • Unit Group - Add (Last created unit) to Dtemp_group
                            • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Load 7 of (Key (Last created unit)) from Table) Equal to 145
                            • Then - Actions
                              • Unit Group - Remove (Picked unit) from LR_group
                              • Unit Group - Add (Last created unit) to LR_group
                            • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Load 7 of (Key (Last created unit)) from Table) Equal to 246
                            • Then - Actions
                              • Unit - Add Attack to (Last created unit)
                            • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Load 7 of (Key (Last created unit)) from Table) Equal to 345
                            • Then - Actions
                              • Set Temp_point[5] = (Position of (Last created unit))
                              • Set Temp_unit[1] = (Last created unit)
                              • Unit - Create 1 Dummy (Boomerang for (Owner of Temp_unit[1]) at Temp_point[5] facing Default building facing degrees
                              • Hashtable - Save Handle OfTemp_unit[1] as 1 of (Key (Last created unit)) in Table_boomerang
                              • Unit Group - Add (Last created unit) to Boom_group
                              • Custom script: call RemoveLocation(udg_Temp_point[5])
                            • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Load 7 of (Key (Last created unit)) from Table) Equal to 245
                            • Then - Actions
                              • Unit Group - Remove (Picked unit) from Purge_group
                              • Unit Group - Add (Last created unit) to Purge_group
                            • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • (Load 7 of (Key (Last created unit)) from Table) Equal to 235
                            • Then - Actions
                              • Unit Group - Remove (Picked unit) from HF_group
                              • Unit Group - Add (Last created unit) to HF_group
                            • Else - Actions
                        • Else - Actions
                      • Custom script: set udg_Hash_key = GetHandleId(udg_Hash_unit)
                      • Set Temp_real[4] = (Temp_real[2] - (Real(Lv_amount[(Integer A)])))
                      • Hashtable - Save Temp_real[4] as 10 of Hash_key in Table
                      • Hashtable - Save (Integer A) as 9 of Hash_key in Table
                      • Special Effect - Create a special effect attached to the origin of Hash_unit using war3mapImported\HolyAwakening.mdx
                      • Special Effect - Destroy (Last created special effect)
                      • If ((Integer A) Equal to 15) then do (Special Effect - Create a special effect attached to the weapon of Hash_unit using war3mapImported\HolyBlessing.mdx) else do (Do nothing)
                      • Set GDR_value[1] = (30 x ((Integer A) - 10))
                      • Set GDR_unit = Hash_unit
                      • Trigger - Run GDR system <gen> (ignoring conditions)
                      • Hashtable - Save (30 x (Integer A)) as 12 of Hash_key in Table
                    • Else - Actions
            • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Temp_integer[2] Less than or equal to 9
            • Then - Actions
              • For each (Integer A) from 1 to 10, do (Actions)
                • Loop - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Temp_real[2] Greater than or equal to (Real(Lv_amount[(Integer A)]))
                      • Temp_integer[2] Less than (Integer A)
                    • Then - Actions
                      • Set Temp_point[1] = (Position of (Picked unit))
                      • Set Temp_group = (Units within 100.00 of Temp_point[1] matching ((((Matching unit) is A structure) Equal to False) and (((Unit-type of (Matching unit)) Not equal to Builder) and ((Owner of (Matching unit)) Not equal to Player 9 (Gray)))))
                      • Unit Group - Pick every unit in Temp_group and do (Actions)
                        • Loop - Actions
                          • Set Temp_point[2] = (Temp_point[1] offset by 150.00 towards (Random angle) degrees)
                          • Unit - Move (Picked unit) instantly to Temp_point[2]
                          • Custom script: call RemoveLocation(udg_Temp_point[2])
                      • Custom script: call RemoveLocation(udg_Temp_point[1])
                      • Custom script: call DestroyGroup(udg_Temp_group)
                      • Set Temp_real[4] = (Temp_real[2] - (Real(Lv_amount[(Integer A)])))
                      • Hashtable - Save Temp_real[4] as 10 of (Key (Picked unit)) in Table
                      • Hashtable - Save (Integer A) as 9 of (Key (Picked unit)) in Table
                      • Set Temp_point[1] = (Position of (Picked unit))
                      • Set Temp_point[10] = (Center of Region 005 <gen>)
                      • Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
                      • Set Integer_x[7] = 0
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • ((Picked unit) is in Char_group) Equal to True
                        • Then - Actions
                          • For each (Integer B) from 1 to 6, do (Actions)
                            • Loop - Actions
                              • Set Temp_integer[11] = (Load ((Integer B) + 2) of (Key (Picked unit)) from Table_char)
                              • Set Temp_integer[12] = (Load (Integer B) of (Key (Picked unit)) from Table)
                              • Hashtable - Save (Temp_integer[12] - Temp_integer[11]) as (Integer B) of (Key (Picked unit)) in Table
                          • Special Effect - Destroy (Load 2 of (Key (Picked unit)) in Table_char)
                          • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Table_char
                          • Unit Group - Remove (Picked unit) from Char_group
                        • Else - Actions
                      • For each (Integer B) from 1 to 6, do (Actions)
                        • Loop - Actions
                          • Set Integer_x[(Integer B)] = (Load (Integer B) of (Key (Picked unit)) from Table)
                          • Set Integer_x[7] = (Integer_x[7] + Integer_x[(Integer B)])
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Level of Display (pierce) for (Picked unit)) Equal to 1
                        • Then - Actions
                          • Unit - Create 1 Towers_target[(Integer A)] for (Owner of (Picked unit)) at Temp_point[10] facing Default building facing degrees
                          • Set Temp_unit[3] = (Last created unit)
                          • Unit - Set the custom value of (Last created unit) to 1
                        • Else - Actions
                          • Unit - Create 1 Towers_splash[(Integer A)] for (Owner of (Picked unit)) at Temp_point[10] facing Default building facing degrees
                          • Set Temp_unit[3] = (Last created unit)
                          • Unit - Set the custom value of (Last created unit) to 1
                      • For each (Integer B) from 1 to 7, do (Actions)
                        • Loop - Actions
                          • Hashtable - Save (Load (Integer B) of (Key (Picked unit)) from Table) as (Integer B) of (Key (Last created unit)) in Table
                      • Hashtable - Save Handle Of(Load 8 of (Key (Picked unit)) in Table) as 8 of (Key (Last created unit)) in Table
                      • Hashtable - Save (Load 9 of (Key (Picked unit)) from Table) as 9 of (Key (Last created unit)) in Table
                      • Hashtable - Save (Load 10 of (Key (Picked unit)) from Table) as 10 of (Key (Last created unit)) in Table
                      • Hashtable - Save (Load 11 of (Key (Picked unit)) from Table) as 11 of (Key (Last created unit)) in Table
                      • Set Temp_integer[100] = (Load 9 of (Key (Last created unit)) from Table)
                      • Special Effect - Create a special effect at Temp_point[1] using war3mapImported\HolyAwakening.mdx
                      • Special Effect - Destroy (Last created special effect)
                      • Set Skill_points = ((Load 11 of (Key (Last created unit)) from Table) + 0)
                      • If ((Temp_integer[100] Equal to 1) or (Temp_integer[100] Equal to 2)) then do (Set Skill_points = (Skill_points + 1)) else do (Do nothing)
                      • If ((Temp_integer[100] Equal to 3) or (Temp_integer[100] Equal to 4)) then do (Set Skill_points = (Skill_points + 2)) else do (Do nothing)
                      • If ((Temp_integer[100] Equal to 5) or (Temp_integer[100] Equal to 6)) then do (Set Skill_points = (Skill_points + 3)) else do (Do nothing)
                      • If ((Temp_integer[100] Equal to 7) or (Temp_integer[100] Equal to 8)) then do (Set Skill_points = (Skill_points + 4)) else do (Do nothing)
                      • If ((Temp_integer[100] Equal to 9) or (Temp_integer[100] Equal to 10)) then do (Set Skill_points = (Skill_points + 5)) else do (Do nothing)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Skill_points Equal to 0
                        • Then - Actions
                          • Set Fx_point = (Position of (Picked unit))
                          • Unit - Create 1 Dummy (fx) for (Owner of (Picked unit)) at Fx_point facing Default building facing degrees
                          • Unit - Turn collision for (Last created unit) Off
                          • Unit - Move (Last created unit) instantly to Fx_point
                          • Hashtable - Save Handle Of(Last created unit) as 8 of (Key (Picked unit)) in Table
                          • Unit Group - Add (Last created unit) to Fx_gr
                          • Set Temp_integer[7] = 0
                          • For each (Integer B) from 1 to 6, do (Actions)
                            • Loop - Actions
                              • Set Temp_integer[(Integer B)] = (Load (Integer A) of (Key (Last created unit)) from Table)
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Temp_integer[(Integer B)] Greater than or equal to 1
                                • Then - Actions
                                  • Set Temp_integer[7] = (Temp_integer[7] + 1)
                                • Else - Actions
                          • For each (Integer B) from 1 to 6, do (Actions)
                            • Loop - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Temp_integer[7] Greater than or equal to 3
                                • Then - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Temp_integer[(Integer B)] Equal to 0
                                    • Then - Actions
                                      • Unit - Add Ele_disabled[(Integer B)] to (Last created unit)
                                    • Else - Actions
                                      • If (Temp_integer[7] Equal to 0) then do (Set Temp_integer[7] = 1) else do (Do nothing)
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • Temp_integer[(Integer B)] Less than (30 / Temp_integer[7])
                                        • Then - Actions
                                          • Unit - Add Ele_ab[(Integer B)] to (Last created unit)
                                        • Else - Actions
                                          • If ((Level of Ele_maxim[(Integer B)] for (Last created unit)) Equal to 0) then do (Unit - Add Ele_maxim[(Integer B)] to (Last created unit)) else do (Do nothing)
                                • Else - Actions
                                  • If (Temp_integer[7] Equal to 0) then do (Set Temp_integer[7] = 1) else do (Do nothing)
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Temp_integer[(Integer B)] Less than (30 / Temp_integer[7])
                                    • Then - Actions
                                      • Unit - Add Ele_ab[(Integer B)] to (Last created unit)
                                    • Else - Actions
                                      • If ((Level of Ele_maxim[(Integer B)] for (Last created unit)) Equal to 0) then do (Unit - Add Ele_maxim[(Integer B)] to (Last created unit)) else do (Do nothing)
                          • Custom script: call RemoveLocation (udg_Fx_point)
                        • Else - Actions
                      • Hashtable - Save Skill_points as 11 of (Key (Last created unit)) in Table
                      • Unit - Remove (Picked unit) from the game
                      • Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Table
                      • Unit - Move Temp_unit[3] instantly to Temp_point[1]
                      • Unit - Make Temp_unit[3] Invulnerable
                      • Custom script: call RemoveLocation(udg_Temp_point[1])
                      • Custom script: call RemoveLocation(udg_Temp_point[10])
                      • Unit - Add T_ab[(Load 7 of (Key (Last created unit)) from Table)] to (Last created unit)
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Load 7 of (Key (Last created unit)) from Table) Equal to 456
                        • Then - Actions
                          • Unit Group - Remove (Picked unit) from Impetus_group
                          • Unit Group - Add (Last created unit) to Impetus_group
                        • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Load 7 of (Key (Last created unit)) from Table) Equal to 135
                        • Then - Actions
                          • Unit Group - Remove (Picked unit) from Storm_group
                          • Unit Group - Add (Last created unit) to Storm_group
                        • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Load 7 of (Key (Last created unit)) from Table) Equal to 25
                        • Then - Actions
                          • Unit Group - Remove (Picked unit) from Charisma_auto
                          • Unit Group - Add (Last created unit) to Charisma_auto
                        • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Load 7 of (Key (Last created unit)) from Table) Equal to 136
                        • Then - Actions
                          • Unit Group - Remove (Picked unit) from Dtemp_group
                          • Unit Group - Add (Last created unit) to Dtemp_group
                        • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Load 7 of (Key (Last created unit)) from Table) Equal to 145
                        • Then - Actions
                          • Unit Group - Remove (Picked unit) from LR_group
                          • Unit Group - Add (Last created unit) to LR_group
                        • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Load 7 of (Key (Last created unit)) from Table) Equal to 246
                        • Then - Actions
                          • Unit - Add Attack to (Last created unit)
                        • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Load 7 of (Key (Last created unit)) from Table) Equal to 345
                        • Then - Actions
                          • Set Temp_point[5] = (Position of (Last created unit))
                          • Set Temp_unit[1] = (Last created unit)
                          • Unit - Create 1 Dummy (Boomerang for (Owner of Temp_unit[1]) at Temp_point[5] facing Default building facing degrees
                          • Hashtable - Save Handle OfTemp_unit[1] as 1 of (Key (Last created unit)) in Table_boomerang
                          • Unit Group - Add (Last created unit) to Boom_group
                          • Custom script: call RemoveLocation(udg_Temp_point[5])
                        • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Load 7 of (Key (Last created unit)) from Table) Equal to 245
                        • Then - Actions
                          • Unit Group - Remove (Picked unit) from Purge_group
                          • Unit Group - Add (Last created unit) to Purge_group
                        • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • (Load 7 of (Key (Last created unit)) from Table) Equal to 235
                        • Then - Actions
                          • Unit Group - Remove (Picked unit) from HF_group
                          • Unit Group - Add (Last created unit) to HF_group
                        • Else - Actions
                      • Trigger - Run Update <gen> (ignoring conditions)
                    • Else - Actions
            • Else - Actions
      • Custom script: call DestroyGroup(udg_Xp_group)
 
Status
Not open for further replies.
Top