- Joined
- Mar 18, 2007
- Messages
- 2,237
How about LiOneSS just look at all of our suggestions, and then just pick a freakin' name
If we do what we were doing, we'll never get a name
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I'm trying to get rid of the negitive rep by helping people with triggering in gui. But if you don't want me... ok. Just a thought anyway.
Except Fourms is spelt wrong. It's great that you guys have Des to do the code, but I think you should really have a spellchecker in there as well![]()
I can do both. I'm mainly doing SFX, which are quite simple.
And I thought you were in PP as well!
And seriously learn to spell it's disgusting looking over a website with 100's of misspellings.
That's like yelling at a color blind person to see correctly. He has dyslexia; he can't help it.
Can you use model paths as Strings?
If so I could probably turn that into like 40 lines of GUI.
Untitled Trigger 065

Events


Unit - A unit Dies

Conditions


((Owner of (Triggering unit)) controller) Equal to User


((Triggering unit) is A Hero) Equal to True


(Rect 088 <gen> contains (Triggering unit)) Not equal to True


(Rect 105 <gen> contains (Triggering unit)) Not equal to True


(Owner of (Dying unit)) Not equal to wantedplayer[(Player number of (Owner of (Dying unit)))]


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

Actions


Set Deadunit[(Player number of (Owner of (Dying unit)))] = (Dying unit)


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



If - Conditions




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




Alignment[(Player number of (Owner of (Killing unit)))] Equal to Bonta




PKmode[(Player number of (Owner of (Triggering unit)))] Equal to 1.00




PKmode[(Player number of (Owner of (Killing unit)))] Equal to 1.00



Then - Actions




Set HonorPoints[(Player number of (Owner of (Killing unit)))] = (HonorPoints[(Player number of (Owner of (Killing unit)))] + 1.00)




Set HonorPoints[(Player number of (Owner of (Triggering unit)))] = (HonorPoints[(Player number of (Owner of (Triggering unit)))] - 1.00)




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





If - Conditions






HonorPoints[(Player number of (Owner of (Triggering unit)))] Less than 0.00





Then - Actions






Set HonorPoints[(Player number of (Owner of (Triggering unit)))] = 0.00





Else - Actions




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





If - Conditions






HonorPoints[(Player number of (Owner of (Killing unit)))] Equal to TNLRank[(Player number of (Owner of (Killing unit)))]





Then - Actions






Set RankLV[(Player number of (Owner of (Killing unit)))] = (RankLV[(Player number of (Owner of (Killing unit)))] + 1.00)






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







If - Conditions








RankLV[(Player number of (Owner of (Killing unit)))] Greater than 10.00







Then - Actions








Set RankLV[(Player number of (Owner of (Killing unit)))] = 10.00







Else - Actions






Set TNLRank[(Player number of (Owner of (Killing unit)))] = (TNLRank[(Player number of (Owner of (Killing unit)))] + 5.00)






Special Effect - Destroy wings[(Player number of (Owner of (Killing unit)))]






For each (Integer A) from 1 to 9, do (Actions)







Loop - Actions








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









If - Conditions










RankLV[(Player number of (Owner of (Killing unit)))] Equal to (Real((Integer A)))









Then - Actions










Special Effect - Create a special effect attached to the chest of (Killing unit) using ((brak + (String((Integer A)))) + .mdl)










Set wings[(Player number of (Owner of (Killing unit)))] = (Last created special effect)









Else - Actions






Set wings[(Player number of (Owner of (Killing unit)))] = (Last created special effect)





Else - Actions




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





If - Conditions






HonorPoints[(Player number of (Owner of (Dying unit)))] Equal to (TNLRank[(Player number of (Owner of (Dying unit)))] - 6.00)





Then - Actions






Set RankLV[(Player number of (Owner of (Dying unit)))] = (RankLV[(Player number of (Owner of (Dying unit)))] - 1.00)






Set TNLRank[(Player number of (Owner of (Triggering unit)))] = (HonorPoints[(Player number of (Owner of (Triggering unit)))] + 1.00)






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







If - Conditions








RankLV[(Player number of (Owner of (Triggering unit)))] Less than 0.00







Then - Actions








Set RankLV[(Player number of (Owner of (Triggering unit)))] = 0.00







Else - Actions






Special Effect - Destroy wings[(Player number of (Owner of (Dying unit)))]






For each (Integer A) from 1 to 9, do (Actions)







Loop - Actions








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









If - Conditions










RankLV[(Player number of (Owner of (Killing unit)))] Equal to (Real((Integer A)))









Then - Actions










Special Effect - Create a special effect attached to the chest of (Dying unit) using ((bont + (String((Integer A)))) + .mdl)










Set wings[(Player number of (Owner of (Dying unit)))] = (Last created special effect)









Else - Actions





Else - Actions



Else - Actions


Hero - Instantly revive Deadunit[(Player number of (Owner of (Triggering unit)))] at (Center of Rect 141 <gen>), Show revival graphics
Alright. It seems that I might be a bit late to apply... But...
In case you need anyone else, I'm a good story writer and terrainer. I also come up with okay suggestions/ideas.

wha?Tons of badly designed freeware forums I might add.
Wait for the poll to end before you go off creating tons of forums.
So what, your not in it.All the names are completely stupid to me.
i can model edit
can i join
