- Joined
- Dec 17, 2009
- Messages
- 1,114
Trigger 1
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Reload
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Events
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Unit - A unit Uses an item
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Conditions
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(Item-class of (Item being manipulated)) Equal to Permanent
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Actions
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For each (Integer A) from 1 to 2, 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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(Unit-type of (Triggering unit)) Equal to WeaponUnit[(Integer A)]
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(Item being manipulated) Equal to (Item carried by (Triggering unit) of type WeaponTypes[(Integer A)])
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Then - Actions
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Item - Set charges remaining in (Item being manipulated) to ((Charges remaining in (Item being manipulated)) + 1)
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Countdown Timer - Start ReloadTimer[(Player number of (Owner of (Triggering unit)))] as a One-shot timer that will expire in 3.00 seconds
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Set ReloadingUnit[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)
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Else - Actions
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Finish
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Events
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Conditions
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Actions
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For each (Integer A) from 1 to 1, do (Actions)
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Loop - Actions
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Set FilledIn = (WeaponRounds[(Integer A)] - (Charges remaining in (Item carried by ReloadingUnit[(Integer A)] of type WeaponTypes[(Integer A)])))
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Item - Set charges remaining in (Item carried by ReloadingUnit[(Integer A)] of type WeaponTypes[(Integer A)]) to ((Charges remaining in (Item carried by ReloadingUnit[(Integer A)] of type WeaponTypes[(Integer A)])) + FilledIn)
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Item - Set charges remaining in (Item carried by ReloadingUnit[(Integer A)] of type BulletType[(Integer A)]) to ((Charges remaining in (Item carried by ReloadingUnit[(Integer A)] of type BulletType[(Integer A)])) - FilledIn)
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Setup Weapons
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Events
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Time - Elapsed game time is 0.01 seconds
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Conditions
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Actions
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Set WeaponTypes[1] = M4A1 Carbine
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Set WeaponTypes[2] = AK-47
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Set WeaponUnit[1] = M4A1 Carbine
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Set WeaponUnit[2] = AK-47
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Set BulletType[1] = 5.56mm Magazine
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Set BulletType[2] = 7.62mm Magazine
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Set WeaponRounds[1] = 30
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Set WeaponRounds[2] = 30
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For each (Integer A) from 1 to 9, do (Actions)
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Loop - Actions
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Trigger - Add to Finish <gen> the event (Time - ReloadTimer[(Integer A)] expires)
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