- Joined
- Jan 13, 2009
- Messages
- 12
So I found a bounce trigger from somewhere on Hive, but it only worked for one unit at a time. I needed it for a multiplayer game, so I attempted to modify it.
Help please?
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Bounce Init
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to (==) Bounce (C)
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Actions
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Do Multiple ActionsFor each (Integer A) from 1 to 10, do (Actions)
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Loop - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Player((Integer A))) Equal to (==) (Player((Player number of (Triggering player))))
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Then - Actions
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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
- Unit - Remove Bounce (C) from (Picked unit)
- Set Facing_Var[(Integer A)] = (Facing of (Picked unit))
- Set BounceUnit[(Integer A)] = (Picked unit)
- Unit - Turn collision for BounceUnit[(Integer A)] Off
- Unit - Add Crow Form to BounceUnit[(Integer A)]
- Unit - Remove Crow Form from BounceUnit[(Integer A)]
- Animation - Change BounceUnit[(Integer A)] flying height to 500.00 at 200.00
- Trigger - Turn on Bounce Movement <gen>
- Wait 1.00 seconds
- Animation - Change BounceUnit[(Integer A)] flying height to 0.00 at 200.00
- Wait 1.00 seconds
- Unit - Turn collision for BounceUnit[(Integer A)] On
- Trigger - Turn off Bounce Movement <gen>
- Unit - Add Bounce (C) to BounceUnit[(Integer A)]
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Loop - Actions
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Unit Group - Pick every unit in (Units owned by (Player((Integer A)))) and do (Actions)
- Else - Actions
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If - Conditions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Do Multiple ActionsFor each (Integer A) from 1 to 10, do (Actions)
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Events
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Bounce Movement
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Events
- Time - Every 0.05 seconds of game time
- Conditions
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Actions
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Do Multiple ActionsFor each (Integer A) from 1 to 10, do (Actions)
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Loop - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
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Then - Actions
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Set Temp_Location[(Integer A)] = ((Position of BounceUnit[(Integer A)]) offset by 40.00 towards Facing_Var[(Integer A)] degrees)
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- ((Playable map area) contains Temp_Location[(Integer A)]) Equal to (==) True
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Then - Actions
- Unit - Move BounceUnit[(Integer A)] instantly to Temp_Location[(Integer A)]
- Custom script: call RemoveLocation(udg_Temp_Location[GetForLoopIndexA()])
- Camera - Pan camera for (Owner of BounceUnit[(Integer A)]) to (Position of BounceUnit[(Integer A)]) over 0.00 seconds
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Else - Actions
- Unit - Turn collision for BounceUnit[(Integer A)] On
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If - Conditions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Set Temp_Location[(Integer A)] = ((Position of BounceUnit[(Integer A)]) offset by 40.00 towards Facing_Var[(Integer A)] degrees)
- Else - Actions
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Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
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Do Multiple ActionsFor each (Integer A) from 1 to 10, do (Actions)
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Events
Help please?