- Joined
- Mar 27, 2019
- Messages
- 56
Hi there,
I'm currently working on my Stronghold Remastered Project for Reforged.
I implemented a Menu that allows to choose multiple Maps.
Later I hosted the Map, only to find out that multiple players desync right at the start. Since I added that System my Map has an desync issue. Usually 1-3 players desync or even more. I dont know what the cause of the desync is. Can somebody help me out here? Here are the Triggers.
So alot of Text.
Any help is highly appreciated!
I'm currently working on my Stronghold Remastered Project for Reforged.
I implemented a Menu that allows to choose multiple Maps.
Later I hosted the Map, only to find out that multiple players desync right at the start. Since I added that System my Map has an desync issue. Usually 1-3 players desync or even more. I dont know what the cause of the desync is. Can somebody help me out here? Here are the Triggers.
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Map Initialize Begin
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Events
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Time - Elapsed game time is 0.50 seconds
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Conditions
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Actions
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-------- Support Start Tolerance --------
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Set VariableSet Tolerance_Limit = 0
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-------- Support Start Tolerance --------
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-------- Set Headquarter Lifepoints --------
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Set VariableSet Headquarter_Life[1] = 400
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Set VariableSet Headquarter_Life[2] = 800
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Set VariableSet Headquarter_Life[3] = 1600
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Set VariableSet Headquarter_Life[4] = 3200
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Set VariableSet Headquarter_Life[5] = 6400
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Set VariableSet Headquarter_Life[6] = 12800
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Set VariableSet Headquarter_Life[7] = 25600
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Set VariableSet Headquarter_Life[8] = 51200
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Set VariableSet Headquarter_Life[9] = 51200
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Set VariableSet Headquarter_Life[10] = 100000
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Set VariableSet Headquarter_Life[11] = 200000
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Set VariableSet Headquarter_Life[12] = 300000
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Set VariableSet Headquarter_Life[13] = 400000
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Set VariableSet Headquarter_Life[14] = 500000
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Set VariableSet Headquarter_Life[15] = 500000
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-------- Set Headquarter Lifepoints --------
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-------- Set Host --------
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Set VariableSet Tolerance[(Integer A)] = 0
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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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(Name of (Player((Integer A)))) Equal to Daemon#22905
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Then - Actions
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Player - Set name of (Player((Integer A))) to Bloodheaven
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Custom script: exitwhen true
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Else - Actions
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-------- Set Host --------
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-------- Randomize Trees --------
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Destructible - Pick every destructible 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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(Destructible-type of (Picked destructible)) Equal to Sommerbaumwand (Edited)
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((Picked destructible) is alive) Equal to Wahr
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Then - Actions
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Set VariableSet Temp_Point = (Position of (Picked destructible))
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Destructible - Hide (Picked destructible)
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Destructible - Create a Sommerbaumwand at Temp_Point facing (Random angle) with scale (Random real number between 1.00 and 1.40) and variation (Random integer number between 0 and 9)
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Destructible - Remove (Picked destructible)
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Custom script: call RemoveLocation(udg_Temp_Point)
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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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(Destructible-type of (Picked destructible)) Equal to Sommerbaumwand (Edited)
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((Picked destructible) is alive) Equal to Falsch
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Then - Actions
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Set VariableSet Temp_Point = (Position of (Picked destructible))
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Destructible - Hide (Picked destructible)
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Destructible - Create a dead Sommerbaumwand at Temp_Point facing (Random angle) with scale (Random real number between 1.00 and 1.40) and variation (Random integer number between 0 and 9)
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Destructible - Remove (Picked destructible)
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Custom script: call RemoveLocation(udg_Temp_Point)
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Else - Actions
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-------- Randomize Trees --------
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-------- Set Tower Types --------
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Set VariableSet Tower_Type[1] = [|cffFFCC00Level 1|r] |cffD6D6D6Arrow Tower
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Set VariableSet Tower_Type[2] = [|cffFFCC00Level 2|r] |cff9C9C9CArrow Tower
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Set VariableSet Tower_Type[3] = [|cffFFCC00Level 3|r] |cff7B7B7BArrow Tower
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Set VariableSet Tower_Type[4] = [|cffFFCC00Level 1|r] |cffFF943AFire Arrow Tower
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Set VariableSet Tower_Type[5] = [|cffFFCC00Level 2|r] |cffFF733AFire Arrow Tower
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Set VariableSet Tower_Type[6] = [|cffFFCC00Level 3|r] |cffFF5A31Fire Arrow Tower
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Set VariableSet Tower_Type[7] = [|cffFFCC00Level 1|r] |cffFFFFB5Magic Tower
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Set VariableSet Tower_Type[8] = [|cffFFCC00Level 2|r] |cffFFFF31Magic Tower
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Set VariableSet Tower_Type[9] = [|cffFFCC00Level 3|r] |cffDECE08Magic Tower
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Set VariableSet Tower_Type[10] = [|cffFFCC00Level 1|r] |cff08DEFFWater Tower
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Set VariableSet Tower_Type[11] = [|cffFFCC00Level 2|r] |cff08ADF7Water Tower
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Set VariableSet Tower_Type[12] = [|cffFFCC00Level 3|r] |cff087BC5Water Tower
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Set VariableSet Tower_Type[13] = [|cffFFCC00Level 1|r] |cffBD8408Bombard Tower
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Set VariableSet Tower_Type[14] = [|cffFFCC00Level 2|r] |cffA57308Bombard Tower
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Set VariableSet Tower_Type[15] = [|cffFFCC00Level 3|r] |cff7B5208Bombard Tower
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Set VariableSet Tower_Type[16] = [|cffFFCC00Level 1|r] |cff3AC55ABeam Tower
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Set VariableSet Tower_Type[17] = [|cffFFCC00Level 2|r] |cff29943ABeam Tower
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Set VariableSet Tower_Type[18] = [|cffFFCC00Level 3|r] |cff086B21Beam Tower
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Set VariableSet Tower_Type[19] = [|cffFFCC00Level 1|r] |cff5A73CEWizard Tower
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Set VariableSet Tower_Type[20] = [|cffFFCC00Level 2|r] |cff294AB5Wizard Tower
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Set VariableSet Tower_Type[21] = [|cffFFCC00Level 3|r] |cff213A94Wizard Tower
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Set VariableSet Tower_Type[22] = [|cffFFCC00Level 1|r] |cffFFDEBDTauren Tower
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Set VariableSet Tower_Type[23] = [|cffFFCC00Level 2|r] |cffFFC58CTauren Tower
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Set VariableSet Tower_Type[24] = [|cffFFCC00Level 3|r] |cffFFAD4ATauren Tower
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Set VariableSet Tower_Type[25] = [|cffFFCC00Level 1|r] |cff42C552Rapid Cannon Tower
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Set VariableSet Tower_Type[26] = [|cffFFCC00Level 2|r] |cff299442Rapid Cannon Tower
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Set VariableSet Tower_Type[27] = [|cffFFCC00Level 3|r] |cff086B21Rapid Cannon Tower
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Set VariableSet Tower_Type[28] = [|cffFFCC00Level 1|r] |cffFF4263Archer Tower
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Set VariableSet Tower_Type[29] = [|cffFFCC00Level 2|r] |cffCE0831Archer Tower
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Set VariableSet Tower_Type[30] = [|cffFFCC00Level 3|r] |cff9C0821Archer Tower
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Set VariableSet Tower_Type[31] = [|cffFFCC00Level X|r] |cffE55AAFUltimate Tower
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Set VariableSet Tower_Type[32] = [|cffFFCC00Level X|r] |cff422184Bloodheaven's Tower
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Set VariableSet Tower_Type[33] = [|cffFFCC00Level 1|r] |cffD6D6D6Arrow Tower (Mode)
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Set VariableSet Tower_Type[34] = [|cffFFCC00Level 1|r] |cffD6D6D6Arrow Tower (Edited)
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Set VariableSet Tower_Type[35] = [|cffFFCC00Level 1|r] |cff08DEFFWater Tower (Special)
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Set VariableSet Tower_Type[36] = [|cffFFCC00Level 1|r] |cff5A73CEWizard Tower (Special)
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Set VariableSet Tower_Type[37] = [|cffFFCC00Level 1|r] |cffFF4263Archer Tower (Special)
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-------- Set Tower Types --------
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-------- Set Unit Types --------
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Set VariableSet Unit_Type[0] = |cffFFFFDELevel 0 Unit
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Set VariableSet Unit_Type[1] = |cffFFFFDELevel 1 Unit
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Set VariableSet Unit_Type[2] = |cffFFFFB5Level 2 Unit
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Set VariableSet Unit_Type[3] = |cffFFFF8CLevel 3 Unit
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Set VariableSet Unit_Type[4] = |cffFFE608Level 4 Unit
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Set VariableSet Unit_Type[5] = |cffE6C508Level 5 Unit
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Set VariableSet Unit_Type[6] = |cffE6A519Level 6 Unit
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Set VariableSet Unit_Type[7] = |cffD68C10Level 7 Unit
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Set VariableSet Unit_Type[8] = |cffC57308Level 8 Unit
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Set VariableSet Unit_Type[9] = |cffB56308Level 9 Unit Y
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Set VariableSet Unit_Type[10] = |cffA55208Level 10 Unit
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Set VariableSet Unit_Type[11] = |cff944208Level 11 Unit
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Set VariableSet Unit_Type[12] = |cff943108Level 12 Unit
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Set VariableSet Unit_Type[13] = |cff841908Level 13 Unit
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Set VariableSet Unit_Type[14] = |cff841008Level 14 Unit
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Set VariableSet Unit_Type[15] = |cff6B0808Level 15 Unit
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Set VariableSet Unit_Type[16] = |cff520808Bloodheaven
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Set VariableSet Unit_Type[64] = |cffB56308Level 9 Unit Z
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-------- Set Unit Types --------
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-------- Set Boss Types --------
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Set VariableSet Boss_Type[1] = |cffFFFFDELevel 1 Boss
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Set VariableSet Boss_Type[2] = |cffFFFFDELevel 2 Boss
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Set VariableSet Boss_Type[3] = |cffFFFFDELevel 3 Boss
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Set VariableSet Boss_Type[4] = |cffFFFFDELevel 4 Boss
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Set VariableSet Boss_Type[5] = |cffFFFFDELevel 5 Boss
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Set VariableSet Boss_Type[6] = |cffFFFFDELevel 6 Boss
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Set VariableSet Boss_Type[7] = |cffFFFFDELevel 7 Boss
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Set VariableSet Boss_Type[8] = |cffFFFFDELevel 8 Boss
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Set VariableSet Boss_Type[9] = |cffFFFFDELevel 9 Boss
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Set VariableSet Boss_Type[10] = |cffFFFFDELevel 10 Boss
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Set VariableSet Boss_Type[11] = |cffFFFFDELevel 11 Boss
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Set VariableSet Boss_Type[12] = |cffFFFFDELevel 12 Boss
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Set VariableSet Boss_Type[13] = |cffFFFFDELevel 13 Boss
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Set VariableSet Boss_Type[14] = |cffFFFFDELevel 14 Boss
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Set VariableSet Boss_Type[15] = |cffFFFFDELevel 15 Boss
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-------- Set Boss Types --------
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-------- Fix Freeze --------
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Set VariableSet Temp_Point = (Center of (Playable map area))
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Unit - Create 1.|cffFF0202Offensive Builder for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Unit - Create 1.|cffFFCC00Support Builder for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Unit - Create 1.|r[|cffFFCC00Level 15|r] |cff7777AAHead Quarters for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Unit - Create 1.[|cffFFCC00Level 1|r] |cffD6D6D6Arrow Tower for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Unit - Create 1.[|cffFFCC00Level 1|r] |cffDE5221Damage-Aura for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Unit - Create 1.[|cffFFCC00Level 1|r] |cff7DBEF1Frost-Aura for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Unit - Create 1.[|cffFFCC00Level 1|r] |cff7777AALethality-Aura for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Unit - Create 1.[|cffFFCC00Level 1|r] |cffFFFFC5Speed-Aura for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Unit - Create 1.|r[|cffFFCC00Level 4|r] |cff7777AAHead Quarters for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Unit - Create 1.|r[|cffFFCC00Level 7|r] |cff7777AAHead Quarters for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Unit - Create 1.|r[|cffFFCC00Level 10|r] |cff7777AAHead Quarters for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Unit - Create 1.|r[|cffFFCC00Level 11|r] |cff7777AAHead Quarters for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Unit - Create 1.|cff7DBEF1Advanced Unit Builder for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Unit - Create 1.|cfff05e19Doom Portal|r for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Unit - Create 1.|cff520808Increase HP for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Unit - Create 1.|cffFFFFDELevel 0 Unit for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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-------- Fix Freeze --------
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For each (Integer A) from 1 to 37, do (Actions)
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Loop - Actions
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Unit - Create 1.Tower_Type[(Integer A)] for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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For each (Integer A) from 1 to 16, do (Actions)
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Loop - Actions
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Unit - Create 1.Unit_Type[(Integer A)] for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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For each (Integer A) from 1 to 15, do (Actions)
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Loop - Actions
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Unit - Create 1.Boss_Type[(Integer A)] for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Unit - Create 1.Unit_Type[64] for Neutral Passive at Temp_Point facing Default building facing degrees
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Unit - Remove (Last created unit) from the game
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Custom script: call RemoveLocation(udg_Temp_Point)
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-------- Fix Freeze --------
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Custom script: call DestroyTrigger(GetTriggeringTrigger())
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Map Initialize Setup
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Events
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Time - Elapsed game time is 1.00 seconds
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Conditions
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Actions
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Trigger - Turn on Map Camera <gen>
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Set VariableSet Player_String[1] = |cffFF0202
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Set VariableSet Player_String[2] = |cff006DFF
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Set VariableSet Player_String[3] = |cff1BE6B8
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Set VariableSet Player_String[4] = |cff900099
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Set VariableSet Player_String[5] = |cffFFCC00
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Set VariableSet Player_String[6] = |cffFE890D
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Set VariableSet Player_String[7] = |cff1FBF00
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Set VariableSet Player_String[8] = |cffE55AAF
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Set VariableSet Player_String[9] = |cff949596
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Set VariableSet Player_String[10] = |cff7DBEF1
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Set VariableSet Player_String[11] = |cff1C884F
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Set VariableSet Player_String[12] = |cffA0522D
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Set VariableSet Player_Colors[(Integer A)] = (Player_String[(Integer A)] + ((Name of (Player((Integer A)))) + |r))
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Set VariableSet Camera_Field[(Integer A)] = 1850
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Camera - .Apply. Map Selection <gen> for (Player((Integer A))) over 0.00 seconds
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Player - Make [|cffFFCC00Level 1|r] |cffD6D6D6Arrow Tower (Mode) Unavailable for training/construction by (Player((Integer A)))
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Player - Disable Verwurzeln (Urtume) for (Player((Integer A)))
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Player - Disable Show Range Disabled for (Player((Integer A)))
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Trigger - Add to Map Click Settings <gen> the event (Player - (Player((Integer A))) issues Mouse Down event)
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Trigger - Add to Map Leave Start <gen> the event (Player - (Player((Integer A))) leaves the game)
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Visibility - Create an initially Enabled visibility modifier for (Player((Integer A))) emitting Visibility across Options <gen>
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-------- - --------
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Set VariableSet Map_Selector[1] = Map Selection 0319 <gen>
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Unit - Set Name of Map_Selector[1] to |cffFE890DStronghold Classic|r
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Set VariableSet Map_Text[1] = (Name of Map_Selector[1])
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Set VariableSet Map_Text[5] = Defend as 4 players in a Team.
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Set VariableSet Map_Selector[2] = Map Selection 0318 <gen>
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Unit - Set Name of Map_Selector[2] to |cff80ff80Stronghold Nation|r
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Set VariableSet Map_Text[2] = (Name of Map_Selector[2])
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Set VariableSet Map_Text[6] = Battle between 2 Teams.
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Set VariableSet Map_Selector[3] = Map Selection 0317 <gen>
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Unit - Set Name of Map_Selector[3] to |cffff0000Stronghold Wars|r
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Set VariableSet Map_Text[3] = (Name of Map_Selector[3])
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Set VariableSet Map_Text[7] = A brutal battle among everyone.
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Set VariableSet Map_Selector[4] = Map Selection 0320 <gen>
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Unit - Set Name of Map_Selector[4] to |cffffff00Stronghold Duo|r
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Set VariableSet Map_Text[4] = (Name of Map_Selector[4])
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Set VariableSet Map_Text[8] = Kill every enemy with your partner.
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Set VariableSet Map_Selector[5] = Map Login 0321 <gen>
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Unit - Change ownership of Map_Selector[5] to Host and Change color
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Unit - Set Name of Map_Selector[5] to |cffff0000Choose Map|r
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Selection - Select Map_Selector[5] for Host
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-------- - --------
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Map Initialize Delay
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Events
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Time - Elapsed game time is 2.00 seconds
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Conditions
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Actions
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Trigger - Turn on Map Click Settings <gen>
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Countdown Timer - Start Countdown as a Repeating timer that will expire in 8.00 seconds
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Countdown Timer - Create a timer window for Countdown with title Time Left
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Countdown Timer - Show (Last created timer window)
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Set VariableSet Countdown = (Last started timer)
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Set VariableSet Temp_Group = (Units in Stronghold Remastered <gen>)
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Unit Group - Pick every unit in Temp_Group and do (Actions)
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Loop - Actions
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Unit - Hide (Picked unit)
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Custom script: call DestroyGroup(udg_Temp_Group)
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Custom script: call BlzChangeMinimapTerrainTex("Custom\\Images\\Stronghold_Black.blp")
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Game - Set the time of day to 0.00
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For each (Integer A) from 1 to 4, do (Actions)
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Loop - Actions
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Animation - Change Map_Selector[(Integer A)]'s vertex coloring to (0.00%, 0.00%, 0.00%) with 0.00% transparency
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Animation - Play Map_Selector[(Integer A)]'s death alternate animation
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-------- - --------
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-------- REMOVE THIS --------
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-------- - --------
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For each (Integer A) from 2 to 4, do (Actions)
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Loop - Actions
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Unit - Set Name of Map_Selector[(Integer A)] to |cffff0000Currently Unavailable|r
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Set VariableSet Map_Text[(Integer A)] = (Name of Map_Selector[(Integer A)])
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Set VariableSet Map_Text[((Integer A) + 4)] = This Map will be available in the 4.0 Version.
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Set VariableSet Temp_Point = (Position of Map_Selector[(Integer A)])
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Unit - Create 1.Black Piece (Edited) for Neutral Passive at Temp_Point facing Default building facing degrees
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Animation - Change (Last created unit)'s size to (30.00%, 30.00%, 30.00%) of its original size
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Animation - Change (Last created unit)'s vertex coloring to (0.00%, 0.00%, 0.00%) with 5.00% transparency
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Custom script: call RemoveLocation(udg_Temp_Point)
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-------- - --------
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-------- REMOVE THIS --------
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-------- - --------
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Game - Display to (All players) for 120.00 seconds the text: (Player_Colors[(Player number of Host)] + chooses the Settings.)
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Cinematic - Clear the screen of text messages for (Player group(Host)).
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Game - Display to (Player group(Host)) for 120.00 seconds the text: |cffff0000Choose a ...
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Game - Display to (Player group(Host)) for 120.00 seconds the text: |cffff0000Press 'Q'...
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Image - Create an image using Custom\Images\Game_Remastered.BLP of size 512.00 at (Center of Map Selection 01 <gen>) with Z offset 0.00 using image type Indicator
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Image - Change (Last created image): Enable render always state
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Image - Show (Last created image)
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Image - Create an image using Custom\Images\Game_Nation.BLP of size 512.00 at (Center of Map Selection 02 <gen>) with Z offset 0.00 using image type Indicator
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Image - Change (Last created image): Enable render always state
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Image - Show (Last created image)
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Image - Create an image using Custom\Images\Game_Wars.BLP of size 512.00 at (Center of Map Selection 03 <gen>) with Z offset 0.00 using image type Indicator
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Image - Change (Last created image): Enable render always state
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Image - Show (Last created image)
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Image - Create an image using Custom\Images\Game_Duo.BLP of size 512.00 at (Center of Map Selection 04 <gen>) with Z offset 0.00 using image type Indicator
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Image - Change (Last created image): Enable render always state
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Image - Show (Last created image)
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Image - Create an image using Custom\Images\Team_Default.BLP of size 512.00 at (Center of Team Selection 01 <gen>) with Z offset 0.00 using image type Indicator
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Image - Change (Last created image): Enable render always state
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Image - Show (Last created image)
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Image - Create an image using Custom\Images\Team_Pick.BLP of size 512.00 at (Center of Team Selection 02 <gen>) with Z offset 0.00 using image type Indicator
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Image - Change (Last created image): Enable render always state
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Image - Show (Last created image)
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Map Click Settings
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Events
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Conditions
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Actions
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Set VariableSet Temp_Point = (Point((Mouse Position X for Triggered Mouse Event), (Mouse Position Y for Triggered Mouse Event)))
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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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(Triggering player) Equal to Host
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Then - Actions
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For each (Integer A) from 1 to 4, do (Actions)
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Loop - Actions
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Set VariableSet Temp_Point_2 = (Position of Map_Selector[(Integer A)])
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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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(Distance between Temp_Point and Temp_Point_2) Less than 144.00
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Then - Actions
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For each (Integer B) from 1 to 4, do (Actions)
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Loop - Actions
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Animation - Change Map_Selector[(Integer B)]'s vertex coloring to (0.00%, 0.00%, 0.00%) with 0.00% transparency
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Unit - Remove Choose Map from Map_Selector[5]
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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 1
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Then - Actions
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Unit - Add Choose Map to Map_Selector[5]
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Else - Actions
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Unit - Set level of Choose Map for Map_Selector[5] to (Integer A)
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Unit - Change ownership of Map_Selector[5] to Host and Change color
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Unit - Set Name of Map_Selector[5] to (Name of Map_Selector[(Integer A)])
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Selection - Select Map_Selector[5] for Host
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Animation - Play Map_Selector[(Integer A)]'s death alternate animation
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Animation - Change Map_Selector[(Integer A)]'s vertex coloring to (0.00%, 100.00%, 0.00%) with 0.00% transparency
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Cinematic - Clear the screen of text messages for (All players).
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Game - Display to (All players) for 120.00 seconds the text: Map_Text[(Integer A)]
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Game - Display to (All players) for 120.00 seconds the text: -------------------...
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Game - Display to (All players) for 120.00 seconds the text: Map_Text[((Integer A) + 4)]
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Game - Display to (All players) for 120.00 seconds the text:
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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 1
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Then - Actions
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Game - Display to (Player group(Host)) for 120.00 seconds the text: |cff469696Press 'Q'...
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Else - Actions
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Game - Display to (Player group(Host)) for 120.00 seconds the text:
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-
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Custom script: exitwhen true
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Else - Actions
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Custom script: call RemoveLocation(udg_Temp_Point_2)
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For each (Integer A) from 6 to 7, do (Actions)
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Loop - Actions
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Set VariableSet Temp_Point_2 = (Position of Map_Selector[(Integer A)])
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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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(Distance between Temp_Point and Temp_Point_2) Less than 144.00
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-
Then - Actions
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For each (Integer B) from 6 to 7, do (Actions)
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Loop - Actions
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Animation - Change Map_Selector[(Integer B)]'s vertex coloring to (0.00%, 0.00%, 0.00%) with 0.00% transparency
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-
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Unit - Remove Choose Team from Map_Selector[8]
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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 6
-
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Then - Actions
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Unit - Add Choose Team to Map_Selector[8]
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Else - Actions
-
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Unit - Set level of Choose Team for Map_Selector[8] to ((Integer A) - 5)
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Unit - Change ownership of Map_Selector[8] to Host and Change color
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Unit - Set Name of Map_Selector[8] to (Name of Map_Selector[(Integer A)])
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Selection - Select Map_Selector[8] for Host
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Animation - Play Map_Selector[(Integer A)]'s death alternate animation
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Animation - Change Map_Selector[(Integer A)]'s vertex coloring to (0.00%, 100.00%, 0.00%) with 0.00% transparency
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Cinematic - Clear the screen of text messages for (All players).
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Game - Display to (All players) for 120.00 seconds the text: (Name of Map_Selector[(Integer A)])
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Game - Display to (All players) for 120.00 seconds the text: -------------------...
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Game - Display to (All players) for 120.00 seconds the text: Map_Text[((Integer A) + 3)]
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Custom script: exitwhen true
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Else - Actions
-
-
Custom script: call RemoveLocation(udg_Temp_Point_2)
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-
-
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Else - Actions
-
-
Custom script: call RemoveLocation(udg_Temp_Point)
-
-
-
Map Game Start
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Events
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Conditions
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Actions
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Trigger - Turn off Map Leave Start <gen>
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Trigger - Turn off Map Camera <gen>
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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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Map_Type Equal to 1
-
-
Then - Actions
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Trigger - Run Initialize Stronghold Remastered <gen> (checking conditions)
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For each (Integer A) from 1 to 28, do (Actions)
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Loop - Actions
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Set VariableSet Temp_Group = (Units owned by (Player((Integer A))).)
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Unit Group - Pick every unit in (Units owned by (Player((Integer A))).) and do (Actions)
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Loop - Actions
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Unit - Unhide (Picked unit)
-
-
-
Custom script: call DestroyGroup(udg_Temp_Group)
-
-
-
Wait 1.00 seconds
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Trigger - Turn off Map Camera <gen>
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Set VariableSet Temp_Group = (Units in Options <gen>)
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Unit Group - Pick every unit in Temp_Group and do (Actions)
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Loop - Actions
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Unit - Remove (Picked unit) from the game
-
-
-
Custom script: call DestroyGroup(udg_Temp_Group)
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For each (Integer A) from 1 to 4, do (Actions)
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Loop - Actions
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Hashtable - Save Team_South as 511 of (Key (Player((Integer A))).) in Hashtable.
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-
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For each (Integer A) from 5 to 8, do (Actions)
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Loop - Actions
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Hashtable - Save Team_West as 511 of (Key (Player((Integer A))).) in Hashtable.
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-
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For each (Integer A) from 9 to 12, do (Actions)
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Loop - Actions
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Hashtable - Save Team_East as 511 of (Key (Player((Integer A))).) in Hashtable.
-
-
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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Set VariableSet Camera_Field[(Integer A)] = 1850
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Camera - Set the camera bounds for (Player((Integer A))) to Stronghold Remastered <gen>
-
-
-
Custom script: call BlzChangeMinimapTerrainTex("Custom\\Images\\Stronghold_Remastered.blp")
-
-
Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Map_Type Equal to 2
-
-
Then - Actions
-
For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
-
Camera - Set the camera bounds for (Player((Integer A))) to Stronghold Nation <gen>
-
-
-
Custom script: call BlzChangeMinimapTerrainTex("Custom\\Images\\Stronghold_Nation.blp")
-
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Map_Type Equal to 3
-
-
Then - Actions
-
For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
-
Camera - Set the camera bounds for (Player((Integer A))) to Stronghold Wars <gen>
-
-
-
Custom script: call BlzChangeMinimapTerrainTex("Custom\\Images\\Stronghold_Wars.blp")
-
-
Else - Actions
-
For each (Integer A) from 1 to 12, do (Actions)
-
Loop - Actions
-
Camera - Set the camera bounds for (Player((Integer A))) to Stronghold Duo <gen>
-
-
-
Custom script: call BlzChangeMinimapTerrainTex("Custom\\Images\\Stronghold_Duo.blp")
-
-
-
-
-
-
-
Custom script: call DestroyTrigger(GetTriggeringTrigger())
-
-
So alot of Text.
Any help is highly appreciated!