- Joined
- Oct 20, 2010
- Messages
- 2,934
-
Mount
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Ability_Mount
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Actions
- Set Mui_Mount = (Mui_Mount + 1)
- Set Unit_Rider_Mount[Mui_Mount] = (Casting unit)
- Set Unit_Mounted_Mount[Mui_Mount] = (Target unit of ability being cast)
- Set PlayerTeam_Mount[Mui_Mount] = (Owner of Unit_Rider_Mount[Mui_Mount])
- Set Real_AttackRange_Mount[Mui_Mount] = (Current acquisition range of Unit_Rider_Mount[Mui_Mount])
- Set TypeUnit_Rider_Mount[Mui_Mount] = (Unit-type of Unit_Rider_Mount[Mui_Mount])
- Set Point_MountedPosition01 = (Position of Unit_Mounted_Mount[Mui_Mount])
- Set Real_FlyingHigh_Mount[Mui_Mount] = (Current flying height of Unit_Mounted_Mount[Mui_Mount])
- -------- .......... --------
- Unit - Add LocustBook to Unit_Rider_Mount[Mui_Mount]
- Unit - Add LocustBook to Unit_Mounted_Mount[Mui_Mount]
- -------- .......... --------
- Unit - Add Crow Form to Unit_Rider_Mount[Mui_Mount]
- Unit - Remove Crow Form from Unit_Rider_Mount[Mui_Mount]
- Animation - Change Unit_Rider_Mount[Mui_Mount] flying height to (Real_FlyingHigh_Mount[Mui_Mount] + MountHigh) at 0.00
- -------- .......... --------
- Unit - Create 1 TypeUnit_Rider_Mount[Mui_Mount] for PlayerTeam_Mount[Mui_Mount] at Point_MountedPosition01 facing Default building facing degrees
- Set Unit_Controller_Mount[Mui_Mount] = (Last created unit)
- Unit - Turn collision for Unit_Controller_Mount[Mui_Mount] Off
- Animation - Change Unit_Controller_Mount[Mui_Mount]'s size to (0.00%, 0.00%, 0.00%) of its original size
- Custom script: call RemoveLocation (udg_Point_MountedPosition01)
- -------- .......... --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Mui_Mount Equal to 1
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Then - Actions
- Trigger - Turn on MountLoop <gen>
- Trigger - Turn on Order <gen>
- Else - Actions
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If - Conditions
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Events
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MountLoop
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Events
- Time - Every 0.03 seconds of game time
- Conditions
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Actions
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For each (Integer LoopIntergerA_Mount) from 1 to Mui_Mount, do (Actions)
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Loop - Actions
- Set Point_MountedPosition02 = (Position of Unit_Mounted_Mount[LoopIntergerA_Mount])
- Unit - Move Unit_Controller_Mount[LoopIntergerA_Mount] instantly to Point_MountedPosition02
- Custom script: call SetUnitX(udg_Unit_Rider_Mount[udg_LoopIntergerA_Mount], GetLocationX(udg_Point_MountedPosition02))
- Custom script: call SetUnitY(udg_Unit_Rider_Mount[udg_LoopIntergerA_Mount], GetLocationY(udg_Point_MountedPosition02))
- Custom script: call RemoveLocation (udg_Point_MountedPosition02)
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Loop - Actions
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For each (Integer LoopIntergerA_Mount) from 1 to Mui_Mount, do (Actions)
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Events
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Order Copy
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Events
- Unit - A unit Is issued an order targeting an object
- Unit - A unit Is issued an order targeting a point
- Unit - A unit Is issued an order with no target
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Conditions
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Or - Any (Conditions) are true
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Conditions
- (Issued order) Equal to (Order(smart))
- (Issued order) Equal to (Order(move))
- (Issued order) Equal to (Order(attack))
- (Issued order) Equal to (Order(holdposition))
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Conditions
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Or - Any (Conditions) are true
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Actions
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For each (Integer LoopIntergerB_Mount) from 1 to Mui_Mount, 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
- (Ordered unit) Equal to Unit_Controller_Mount[LoopIntergerB_Mount]
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Then - Actions
- Set Unit_TargertedUnit_Mount[LoopIntergerB_Mount] = (Target unit of issued order)
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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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Or - Any (Conditions) are true
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Conditions
- (Issued order) Equal to (Order(attack))
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Conditions
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Or - Any (Conditions) are true
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Then - Actions
- Unit - Order Unit_Rider_Mount[LoopIntergerB_Mount] to Attack Unit_TargertedUnit_Mount[LoopIntergerB_Mount]
- Set Point_OrderPosition01 = (Target point of issued order)
- Set Point_MountedPosition03 = (Position of Unit_Mounted_Mount[LoopIntergerB_Mount])
- Unit - Order Unit_Mounted_Mount[LoopIntergerB_Mount] to Move To Point_OrderPosition01
- Unit - Order Unit_Mounted_Mount[LoopIntergerB_Mount] to Follow Unit_TargertedUnit_Mount[LoopIntergerB_Mount]
- Custom script: call RemoveLocation (udg_Point_OrderPosition01)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit_TargertedUnit_Mount[LoopIntergerB_Mount] is in (Units within Real_AttackRange_Mount[LoopIntergerB_Mount] of Point_MountedPosition03)) Equal to False
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Then - Actions
- Unit - Order Unit_Mounted_Mount[LoopIntergerB_Mount] to Move To Point_OrderPosition01
- Unit - Order Unit_Mounted_Mount[LoopIntergerB_Mount] to Follow Unit_TargertedUnit_Mount[LoopIntergerB_Mount]
- Custom script: call RemoveLocation (udg_Point_OrderPosition01)
- Unit - Order Unit_Rider_Mount[LoopIntergerB_Mount] to Attack Unit_TargertedUnit_Mount[LoopIntergerB_Mount]
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Else - Actions
- Unit - Order Unit_Rider_Mount[LoopIntergerB_Mount] to Attack Unit_TargertedUnit_Mount[LoopIntergerB_Mount]
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If - Conditions
- Else - Actions
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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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If - Conditions
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Or - Any (Conditions) are true
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Conditions
- (Unit_TargertedUnit_Mount[LoopIntergerB_Mount] belongs to an ally of PlayerTeam_Mount[LoopIntergerB_Mount]) Equal to True
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Conditions
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Or - Any (Conditions) are true
- Then - Actions
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Else - Actions
- Set Point_OrderPosition01 = (Target point of issued order)
- Set Point_MountedPosition03 = (Position of Unit_Mounted_Mount[LoopIntergerB_Mount])
- Unit - Order Unit_Rider_Mount[LoopIntergerB_Mount] to Attack Unit_TargertedUnit_Mount[LoopIntergerB_Mount]
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit_TargertedUnit_Mount[LoopIntergerB_Mount] is in (Units within Real_AttackRange_Mount[LoopIntergerB_Mount] of Point_MountedPosition03)) Equal to False
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Then - Actions
- Unit - Order Unit_Mounted_Mount[LoopIntergerB_Mount] to Move To Point_OrderPosition01
- Unit - Order Unit_Mounted_Mount[LoopIntergerB_Mount] to Follow Unit_TargertedUnit_Mount[LoopIntergerB_Mount]
- Custom script: call RemoveLocation (udg_Point_OrderPosition01)
- Unit - Order Unit_Rider_Mount[LoopIntergerB_Mount] to Attack Unit_TargertedUnit_Mount[LoopIntergerB_Mount]
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Else - Actions
- Unit - Order Unit_Rider_Mount[LoopIntergerB_Mount] to Attack Unit_TargertedUnit_Mount[LoopIntergerB_Mount]
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If - Conditions
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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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If - Conditions
- (Issued order) Equal to (Order(holdposition))
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Then - Actions
- Unit - Order Unit_Rider_Mount[LoopIntergerB_Mount] to Hold Position
- Unit - Order Unit_Mounted_Mount[LoopIntergerB_Mount] to Hold Position
- Else - Actions
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If - Conditions
- Else - Actions
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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 LoopIntergerB_Mount) from 1 to Mui_Mount, do (Actions)
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Events
at down there the hold position part,
Unit - Order Unit_Rider_Mount[LoopIntergerB_Mount] to Hold Position
but
Unit - Order Unit_Mounted_Mount[LoopIntergerB_Mount] to Hold Position
does not..