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Player - Change color of Player 1 (Red) to Teal, Changing color of existing units

Color System

Events


Player - Player 1 (Red) types a chat message containing Set as A substring


Player - Player 2 (Blue) types a chat message containing Set as A substring


Player - Player 3 (Teal) types a chat message containing Set as A substring


Player - Player 4 (Purple) types a chat message containing Set as A substring


Player - Player 5 (Yellow) types a chat message containing Set as A substring


Player - Player 6 (Orange) types a chat message containing Set as A substring

Conditions


(Substring((Entered chat string), 1, 3)) Equal to Set

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Substring((Entered chat string), 5, 10)) Equal to random



Then - Actions




Animation - Change Unit[((Player number of (Triggering player)) - 1)]'s vertex coloring to ((Random real number between 0.00 and 100.00)%, (Random real number between 0.00 and 100.00)%, (Random real number between 0.00 and 100.00)%) with 0.00% transparency



Else - Actions




For each (Integer A) from 1 to 12, do (Actions)





Loop - Actions






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








(Substring((Entered chat string), 5, 6)) Equal to (String((Integer A)))







Then - Actions








Animation - Change Unit[((Player number of (Triggering player)) - 1)]'s vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency








Unit - Change color of Unit[((Player number of (Triggering player)) - 1)] to (Color of (Player((Integer A))))







Else - Actions
Unit - A unit comes within 256.00 of Specific Unit ON MAP
Trigger - Add to (This trigger) the event (Unit - A unit comes within 256.00 of Your Unit
Touch and Die
[events]Unit - A unit comes within 256.00 of Specific Unit ON MAP[/events]
[conditions](Owner of (Triggering unit)) Not equal to Player 12 (Brown)[/conditions]
[conditions]](Owner of (Triggering unit)) Not equal to Player 11 (Dark Green)[/conditions]
[actions]Unit - Kill (Triggering unit)[/actions]
oh i didnt know how to do it![]()

Texturechecking

Events


Time - Every 0.05 seconds of game time

Condtitions

Actions


Set Heroposition = (Position of UnitEscaper)


Set Terraintype = (Terrain type at Heroposition)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




Terraintype Equal to Cityscape - Grass



Then - Actions




Unit - Kill UnitEscaper



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Terraintype Equal to Cityscape - Black Marble) and (Slide Equal to False)



Then - Actions




Set Slide = True



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Terraintype Not equal to Cityscape - Black Marble) and (Slide Equal to True)



Then - Actions




Set Slide = False



Else - Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




Slide Equal to True



Then - Actions




Unit - Move UnitEscaper instantly to (Heroposition offset by 10.00 towards (Facing of UnitEscaper) degrees), facing (Facing of UnitEscaper) degrees



Else - Actions


Custom script: call RemoveLocation(udg_Heldenposition)
Find damage

Events


Unit - A unit Is issued an order targeting a point

Conditions

Actions


Unit - Make (Triggering unit) face (Target point of issued order) over 1.00 seconds

Else - Actions
IceSlide THE TRIGGER

Events


Time - Every 0.60 seconds of game time

Conditions

Actions


-------- Makes a loop action that will run itself once for each player that is playing --------


For each (Integer A) from 1 to (Number of players in players), do (Actions)



Loop - Actions




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






slide[(Integer A)] Equal to True





Then - Actions






-------- Sets the first point varaible to the position of the sliding unit. --------






Set tempPointA[(Integer A)] = (Position of slideUnit[(Integer A)])






-------- Sets the second point varaible to the first point offset by the speed specified towards the angle that the unit is facing. --------






Set tempPointB[(Integer A)] = (tempPointA[(Integer A)] offset by slideSpeed[(Integer A)] towards (Facing of slideUnit[(Integer A)]) degrees)






-------- Moves the sliding unit to the second point --------






Unit - Move slideUnit[(Integer A)] instantly to tempPointB[(Integer A)]






-------- Remove Memory leaks :p --------






Custom script: call RemoveLocation(udg_tempPointA[GetForLoopIndexA()])






-------- Remove Memory leaks :p --------






Custom script: call RemoveLocation(udg_tempPointA[GetForLoopIndexB()])





Else - Actions
IceSlide Turn ON

Events


Unit - A unit enters SLIDE <gen>

Conditions


slideUnit[(Player number of (Owner of (Triggering unit)))] Equal to No unit

Actions


-------- Sets the slide unit to the unit that is entering --------


Set slideUnit[(Player number of (Owner of (Triggering unit)))] = (Triggering unit)


-------- Turns on the sliding trigger for the owner of the entering unit --------


Set slide[(Player number of (Owner of (Triggering unit)))] = True


-------- Sets a random slide speed - be creative here ^^ --------


Set slideSpeed[(Player number of (Owner of (Triggering unit)))] = (Random real number between 5.00 and 20.00)
IceSlide Turn OFF

Events


Unit - A unit leaves SLIDE <gen>

Conditions


slideUnit[(Player number of (Owner of (Triggering unit)))] Equal to (Triggering unit)

Actions


-------- Sets the sliding unit varaible to no unit so that it can be reassigned to the next unit owned by that player that enters --------


Set slideUnit[(Player number of (Owner of (Triggering unit)))] = No unit


-------- Turns off the sliding trigger for the owner of the leaving unit. --------


Set slide[(Player number of (Owner of (Triggering unit)))] = False

