- Joined
- May 12, 2012
- Messages
- 59
what up people me again with another crappy issue i got. im trying to set up a trigger that when a unit finishes being trained it stores the unit to be spawned after a periodic event in another trigger, right now i have it set up as a game cache. like this
Then
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Untitled Trigger 001
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Events
- Unit - A unit Finishes training a unit
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Conditions
- ((Triggering player) is in Marines) Equal to True
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Actions
- Game Cache - Store (Trained unit) as (StoredUnit + 1) of StoredUnit in GameCache
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Events
Then
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Drop Ship
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Events
- Time - Elapsed game time is 120.00 seconds
- Time - Every 900.00 seconds of game time
- Conditions
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Actions
- Sound - Play ImmolationTarget1 <gen> at 100.00% volume, attached to (Random unit from DropShip)
- Animation - Change (Random unit from DropShip) flying height to 200.00 at 650.00
- Wait 1.50 seconds
- Animation - Change (Random unit from DropShip) flying height to 30.00 at 130.00
- Wait 15.00 seconds
- Sound - Play Loading <gen> at 100.00% volume, attached to (Random unit from DropShip)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Load StoredUnit of StoredUnit from GameCache) Equal to 0
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Then - Actions
- Do nothing
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Else - Actions
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For each (Integer A) from 1 to (Length of StoredUnit), 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
- (Load StoredUnit of StoredUnit from GameCache) Equal to 0
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Then - Actions
- Game Cache - Clear GameCache
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Else - Actions
- Game Cache - Restore StoredUnit of StoredUnit from GameCache for (Owner of (Last restored unit)) at (Position of (Triggering unit)) facing (Position of (Triggering unit))
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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For each (Integer A) from 1 to (Length of StoredUnit), do (Actions)
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If - Conditions
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Events
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