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[Trigger] Problem with a System

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Level 11
Joined
Mar 30, 2008
Messages
666
Hey all!
I'm using this Camera System Re8eL's RPG Locked Camera System - Page 2 - The Hive Workshop - A Warcraft III Modding Site and I have a problem.
Whenever I create a unit,it has 21000-22000 Damage and 15000 Armor,I can't find the trigger,can you help me?
I searched about 2 hours and no results,maybe I can stop it but I don't know how to do,please help !!!

If you don't want to download the system here are the triggers.

  • SetCamera
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- ||||||||||||||||||Rotation||||||||||||||||||| --------
      • -------- Speed of Unlocked Camera Turning : Default = 20 --------
      • Set Rot_Unlocked_Speed = 20.00
      • -------- Speed of Locked Camera Turning : Default = 15 --------
      • Set Rot_Locked_Speed = 15.00
      • -------- Speed it takes locked camera to turn : Default = 0.4 --------
      • Set Rot_Locked_FollowSpeed = 0.40
      • -------- Speed it takes unlocked camera to turn : Default = 0.4 --------
      • Set Rot_Unlocked_FollowSpeed = 0.40
      • -------- ||||||||||||||||||Distance||||||||||||||||||| --------
      • -------- The Lowest Distance from Unit : Default = 460 --------
      • Set Dis_Min = 460.00
      • -------- The Highest Distance from Unit : Default = 1100 --------
      • Set Dis_Max = 1100.00
      • -------- Speed it takes distance to change : Default = 1.0 --------
      • Set Dis_FollowSpeed = 1.00
      • -------- ||||||||||||||||||Angle||||||||||||||||||| --------
      • -------- Cameras Lowest Angle, 360 is Straight Down, 315 is Straight Across : Default = 330 --------
      • Set AoA_Min = 330.00
      • -------- Cameras Highest Angle, 360 is Straight Down, 315 is Straight Across : Default = 342 --------
      • Set AoA_Max = 342.00
      • -------- Speed it takes angle to change : Default = 1.0 --------
      • Set AoA_FollowSpeed = 1.00
      • -------- ||||||||||||||||||Height||||||||||||||||||| --------
      • -------- Cameras Lowest Height off Ground : Default = 152 --------
      • Set Hgt_Min = 152.00
      • -------- Cameras Highest Height off Ground : Default = 280 --------
      • Set Hgt_Max = 280.00
      • -------- Speed it takes height to change : Default = 1.0 --------
      • Set Hgt_FollowSpeed = 1.00
      • -------- ||||||||||||||||||Extra||||||||||||||||||| --------
      • -------- How many camera positions are between Lowest and Highest : Default = 10 --------
      • Set Cam_Intervals = 7
      • -------- Speed at wich the camera follows the unit : Default = 0.35 --------
      • Set Cam_FollowSpeed = 0.35
      • -------- ||||||||||||||||||NEED TO EDIT||||||||||||||||||| --------
      • -------- this enables/disables camera lock for certain players, the number is the player number, add these wherever you wish in your map --------
      • Set Player_CamLock[1] = True
      • Set Player_CamLock[2] = True
      • Set Player_CamLock[3] = True
      • -------- this sets the unit you want to lock a certain players camera to, add these wherever you wish in your map --------
      • Set Player_Unit[1] = Boris 0026 <gen>
      • Set Player_Unit[2] = Crusader 0002 <gen>
      • Set Player_Unit[3] = Crusader 0000 <gen>
  • Camera Lock
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • Set TEMP_PlayerGroup[1] = (All players matching (((Matching player) slot status) Equal to Is playing))
      • Player Group - Pick every player in TEMP_PlayerGroup[1] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Player_CamLock[(Player number of (Picked player))] Equal to True
            • Then - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Camera_Rotation_Mode[(Player number of (Picked player))] Equal to 0
                • Then - Actions
                  • Camera - Set (Picked player)'s camera Rotation to (Facing of Player_Unit[(Player number of (Picked player))]) over Rot_Locked_FollowSpeed seconds
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Camera_Rotation_Mode[(Player number of (Picked player))] Equal to 1
                    • Then - Actions
                      • Camera - Set (Picked player)'s camera Rotation to Camera_Rotation[(Player number of (Picked player))] over Rot_Unlocked_FollowSpeed seconds
                    • Else - Actions
                      • Do nothing
              • Camera - Set (Picked player)'s camera Distance to target to (Dis_Min + Camera_Distance[(Player number of (Picked player))]) over Dis_FollowSpeed seconds
              • Camera - Set (Picked player)'s camera Angle of attack to (AoA_Min + Camera_AngleofAttack[(Player number of (Picked player))]) over AoA_FollowSpeed seconds
              • Camera - Set (Picked player)'s camera Height Offset to (Hgt_Min + Camera_Height[(Player number of (Picked player))]) over Hgt_FollowSpeed seconds
              • Set TEMP_Point[1] = (Position of Player_Unit[(Player number of (Picked player))])
              • Camera - Pan camera for (Picked player) to TEMP_Point[1] over Cam_FollowSpeed seconds
              • Custom script: call RemoveLocation(udg_TEMP_Point[1])
            • Else - Actions
              • Do nothing
      • Custom script: call DestroyForce (udg_TEMP_PlayerGroup[1])
  • Rotation Lock Toggle
    • Events
      • Player - Player 1 (Red) Selects a unit
      • Player - Player 2 (Blue) Selects a unit
      • Player - Player 3 (Teal) Selects a unit
      • Player - Player 4 (Purple) Selects a unit
      • Player - Player 5 (Yellow) Selects a unit
      • Player - Player 6 (Orange) Selects a unit
      • Player - Player 7 (Green) Selects a unit
      • Player - Player 8 (Pink) Selects a unit
      • Player - Player 9 (Gray) Selects a unit
      • Player - Player 10 (Light Blue) Selects a unit
      • Player - Player 11 (Dark Green) Selects a unit
      • Player - Player 12 (Brown) Selects a unit
    • Conditions
      • (Triggering unit) Equal to Player_Unit[(Player number of (Triggering player))]
    • Actions
      • Game - Display to (All players) the text: <Empty String>
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Camera_Rotation_Mode[(Player number of (Triggering player))] Equal to 0
          • (Triggering unit) Equal to Player_Unit[(Player number of (Triggering player))]
          • Camera_RotLock_Selection[(Player number of (Triggering player))] Equal to True
        • Then - Actions
          • Set Camera_Rotation[(Player number of (Triggering player))] = (Facing of Player_Unit[(Player number of (Triggering player))])
          • Set Camera_Rotation_Mode[(Player number of (Triggering player))] = 1
          • Floating Text - Create floating text that reads Camera Rotation Unl... above (Triggering unit) with Z offset 7.00, using font size 10.00, color (100.00%, 50.00%, 0.00%), and 0.00% transparency
          • Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90.00 degrees
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Change the lifespan of (Last created floating text) to 2.50 seconds
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Camera_Rotation_Mode[(Player number of (Triggering player))] Equal to 1
              • (Triggering unit) Equal to Player_Unit[(Player number of (Triggering player))]
              • Camera_RotLock_Selection[(Player number of (Triggering player))] Equal to True
            • Then - Actions
              • Set Camera_Rotation_Mode[(Player number of (Triggering player))] = 0
              • Floating Text - Create floating text that reads Camera Rotation Loc... above (Triggering unit) with Z offset 7.00, using font size 10.00, color (100.00%, 50.00%, 0.00%), and 0.00% transparency
              • Floating Text - Set the velocity of (Last created floating text) to 80.00 towards 90.00 degrees
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Change the lifespan of (Last created floating text) to 2.50 seconds
            • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Triggering unit) Equal to Player_Unit[(Player number of (Triggering player))]
        • Then - Actions
          • Set Camera_RotLock_Selection[(Player number of (Triggering player))] = True
        • Else - Actions
          • Set Camera_RotLock_Selection[(Player number of (Triggering player))] = False
  • Camera Down Far
    • Events
      • Player - Player 1 (Red) Presses the Down Arrow key
      • Player - Player 2 (Blue) Presses the Down Arrow key
      • Player - Player 3 (Teal) Presses the Down Arrow key
      • Player - Player 4 (Purple) Presses the Down Arrow key
      • Player - Player 5 (Yellow) Presses the Down Arrow key
      • Player - Player 6 (Orange) Presses the Down Arrow key
      • Player - Player 7 (Green) Presses the Down Arrow key
      • Player - Player 8 (Pink) Presses the Down Arrow key
      • Player - Player 9 (Gray) Presses the Down Arrow key
      • Player - Player 10 (Light Blue) Presses the Down Arrow key
      • Player - Player 11 (Dark Green) Presses the Down Arrow key
      • Player - Player 12 (Brown) Presses the Down Arrow key
    • Conditions
      • Player_CamLock[(Player number of (Triggering player))] Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Key_Up_Position[(Player number of (Triggering player))] Equal to False
        • Then - Actions
          • Set Key_Up_Position[(Player number of (Triggering player))] = True
        • Else - Actions
          • Do nothing
      • -------- Distance Up --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Key_Up_Position[(Player number of (Triggering player))] Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Camera_Distance[(Player number of (Triggering player))] Less than (Dis_Max - Dis_Min)
              • Camera_AngleofAttack[(Player number of (Triggering player))] Greater than 0.00
              • Camera_Height[(Player number of (Triggering player))] Less than (Hgt_Max - Hgt_Min)
            • Then - Actions
              • Set Camera_Distance[(Player number of (Triggering player))] = (Camera_Distance[(Player number of (Triggering player))] + ((Dis_Max - Dis_Min) / (Real(Cam_Intervals))))
              • Set Camera_AngleofAttack[(Player number of (Triggering player))] = (Camera_AngleofAttack[(Player number of (Triggering player))] - ((AoA_Max - AoA_Min) / (Real(Cam_Intervals))))
              • Set Camera_Height[(Player number of (Triggering player))] = (Camera_Height[(Player number of (Triggering player))] + ((Hgt_Max - Hgt_Min) / (Real(Cam_Intervals))))
              • Wait 0.00 seconds
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Key_Up_Position[(Player number of (Triggering player))] Equal to True
                • Then - Actions
                  • Trigger - Run (This trigger) (ignoring conditions)
                • Else - Actions
                  • Do nothing
              • Skip remaining actions
            • Else - Actions
              • Do nothing
        • Else - Actions
          • Do nothing
  • Camera Up Close
    • Events
      • Player - Player 1 (Red) Presses the Up Arrow key
      • Player - Player 2 (Blue) Presses the Up Arrow key
      • Player - Player 3 (Teal) Presses the Up Arrow key
      • Player - Player 4 (Purple) Presses the Up Arrow key
      • Player - Player 5 (Yellow) Presses the Up Arrow key
      • Player - Player 6 (Orange) Presses the Up Arrow key
      • Player - Player 7 (Green) Presses the Up Arrow key
      • Player - Player 8 (Pink) Presses the Up Arrow key
      • Player - Player 9 (Gray) Presses the Up Arrow key
      • Player - Player 10 (Light Blue) Presses the Up Arrow key
      • Player - Player 11 (Dark Green) Presses the Up Arrow key
      • Player - Player 12 (Brown) Presses the Up Arrow key
    • Conditions
      • Player_CamLock[(Player number of (Triggering player))] Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Key_Down_Position[(Player number of (Triggering player))] Equal to False
        • Then - Actions
          • Set Key_Down_Position[(Player number of (Triggering player))] = True
        • Else - Actions
          • Do nothing
      • -------- Distance Up --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Key_Down_Position[(Player number of (Triggering player))] Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Camera_Distance[(Player number of (Triggering player))] Greater than 0.00
              • Camera_AngleofAttack[(Player number of (Triggering player))] Less than (AoA_Max - AoA_Min)
              • Camera_Height[(Player number of (Triggering player))] Greater than 0.00
            • Then - Actions
              • Set Camera_Distance[(Player number of (Triggering player))] = (Camera_Distance[(Player number of (Triggering player))] - ((Dis_Max - Dis_Min) / (Real(Cam_Intervals))))
              • Set Camera_AngleofAttack[(Player number of (Triggering player))] = (Camera_AngleofAttack[(Player number of (Triggering player))] + ((AoA_Max - AoA_Min) / (Real(Cam_Intervals))))
              • Set Camera_Height[(Player number of (Triggering player))] = (Camera_Height[(Player number of (Triggering player))] - ((Hgt_Max - Hgt_Min) / (Real(Cam_Intervals))))
              • Wait 0.00 seconds
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Key_Down_Position[(Player number of (Triggering player))] Equal to True
                • Then - Actions
                  • Trigger - Run (This trigger) (ignoring conditions)
                • Else - Actions
                  • Do nothing
              • Skip remaining actions
            • Else - Actions
              • Do nothing
        • Else - Actions
          • Do nothing
  • Right Turn
    • Events
      • Player - Player 1 (Red) Presses the Right Arrow key
      • Player - Player 2 (Blue) Presses the Right Arrow key
      • Player - Player 3 (Teal) Presses the Right Arrow key
      • Player - Player 4 (Purple) Presses the Right Arrow key
      • Player - Player 5 (Yellow) Presses the Right Arrow key
      • Player - Player 6 (Orange) Presses the Right Arrow key
      • Player - Player 7 (Green) Presses the Right Arrow key
      • Player - Player 8 (Pink) Presses the Right Arrow key
      • Player - Player 9 (Gray) Presses the Right Arrow key
      • Player - Player 10 (Light Blue) Presses the Right Arrow key
      • Player - Player 11 (Dark Green) Presses the Right Arrow key
      • Player - Player 12 (Brown) Presses the Right Arrow key
    • Conditions
      • Player_CamLock[(Player number of (Triggering player))] Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Key_Right_Position[(Player number of (Triggering player))] Equal to False
        • Then - Actions
          • Set Key_Right_Position[(Player number of (Triggering player))] = True
        • Else - Actions
          • Do nothing
      • -------- RIGHT STANDING TURN --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Camera_Rotation_Mode[(Player number of (Triggering player))] Equal to 1
          • Key_Right_Position[(Player number of (Triggering player))] Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Camera_Rotation[(Player number of (Triggering player))] Less than (360.00 - Rot_Unlocked_Speed)
            • Then - Actions
              • Set Camera_Rotation[(Player number of (Triggering player))] = (Camera_Rotation[(Player number of (Triggering player))] + Rot_Unlocked_Speed)
              • Wait 0.02 seconds
            • Else - Actions
              • Set Camera_Rotation[(Player number of (Triggering player))] = 0.00
              • Wait 0.02 seconds
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Key_Right_Position[(Player number of (Triggering player))] Equal to True
            • Then - Actions
              • Trigger - Run (This trigger) (ignoring conditions)
            • Else - Actions
              • Do nothing
          • Skip remaining actions
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Camera_Rotation_Mode[(Player number of (Triggering player))] Equal to 0
          • Key_Right_Position[(Player number of (Triggering player))] Equal to True
        • Then - Actions
          • Wait 0.02 seconds
          • Unit - Make Player_Unit[(Player number of (Triggering player))] face ((Facing of Player_Unit[(Player number of (Triggering player))]) - Rot_Locked_Speed) over 0.05 seconds
          • Animation - Play Player_Unit[(Player number of (Triggering player))]'s walk animation
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Key_Right_Position[(Player number of (Triggering player))] Equal to True
            • Then - Actions
              • Trigger - Run (This trigger) (ignoring conditions)
            • Else - Actions
          • Skip remaining actions
        • Else - Actions
          • Do nothing
  • Left Turn
    • Events
      • Player - Player 1 (Red) Presses the Left Arrow key
      • Player - Player 2 (Blue) Presses the Left Arrow key
      • Player - Player 3 (Teal) Presses the Left Arrow key
      • Player - Player 4 (Purple) Presses the Left Arrow key
      • Player - Player 5 (Yellow) Presses the Left Arrow key
      • Player - Player 6 (Orange) Presses the Left Arrow key
      • Player - Player 7 (Green) Presses the Left Arrow key
      • Player - Player 8 (Pink) Presses the Left Arrow key
      • Player - Player 9 (Gray) Presses the Left Arrow key
      • Player - Player 10 (Light Blue) Presses the Left Arrow key
      • Player - Player 11 (Dark Green) Presses the Left Arrow key
      • Player - Player 12 (Brown) Presses the Left Arrow key
    • Conditions
      • Player_CamLock[(Player number of (Triggering player))] Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Key_Left_Position[(Player number of (Triggering player))] Equal to False
        • Then - Actions
          • Set Key_Left_Position[(Player number of (Triggering player))] = True
        • Else - Actions
          • Do nothing
      • -------- LEFT STANDING TURN --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Camera_Rotation_Mode[(Player number of (Triggering player))] Equal to 1
          • Key_Left_Position[(Player number of (Triggering player))] Equal to True
        • Then - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Camera_Rotation[(Player number of (Triggering player))] Greater than 0.00
            • Then - Actions
              • Set Camera_Rotation[(Player number of (Triggering player))] = (Camera_Rotation[(Player number of (Triggering player))] - Rot_Unlocked_Speed)
              • Wait 0.02 seconds
            • Else - Actions
              • Set Camera_Rotation[(Player number of (Triggering player))] = (360.00 - Rot_Unlocked_Speed)
              • Wait 0.02 seconds
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Key_Left_Position[(Player number of (Triggering player))] Equal to True
            • Then - Actions
              • Trigger - Run (This trigger) (ignoring conditions)
            • Else - Actions
              • Do nothing
          • Skip remaining actions
        • Else - Actions
          • Do nothing
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Camera_Rotation_Mode[(Player number of (Triggering player))] Equal to 0
          • Key_Left_Position[(Player number of (Triggering player))] Equal to True
        • Then - Actions
          • Wait 0.02 seconds
          • Unit - Make Player_Unit[(Player number of (Triggering player))] face ((Facing of Player_Unit[(Player number of (Triggering player))]) + Rot_Locked_Speed) over 0.05 seconds
          • Animation - Play Player_Unit[(Player number of (Triggering player))]'s walk animation
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Key_Left_Position[(Player number of (Triggering player))] Equal to True
            • Then - Actions
              • Trigger - Run (This trigger) (ignoring conditions)
            • Else - Actions
          • Skip remaining actions
        • Else - Actions
          • Do nothing
  • Up Release
    • Events
      • Player - Player 1 (Red) Releases the Up Arrow key
      • Player - Player 2 (Blue) Releases the Up Arrow key
      • Player - Player 3 (Teal) Releases the Up Arrow key
      • Player - Player 4 (Purple) Releases the Up Arrow key
      • Player - Player 5 (Yellow) Releases the Up Arrow key
      • Player - Player 6 (Orange) Releases the Up Arrow key
      • Player - Player 7 (Green) Releases the Up Arrow key
      • Player - Player 8 (Pink) Releases the Up Arrow key
      • Player - Player 9 (Gray) Releases the Up Arrow key
      • Player - Player 10 (Light Blue) Releases the Up Arrow key
      • Player - Player 11 (Dark Green) Releases the Up Arrow key
      • Player - Player 12 (Brown) Releases the Up Arrow key
    • Conditions
      • Player_CamLock[(Player number of (Triggering player))] Equal to True
    • Actions
      • Set Key_Down_Position[(Player number of (Triggering player))] = False
  • Down Release
    • Events
      • Player - Player 1 (Red) Releases the Down Arrow key
      • Player - Player 2 (Blue) Releases the Down Arrow key
      • Player - Player 3 (Teal) Releases the Down Arrow key
      • Player - Player 4 (Purple) Releases the Down Arrow key
      • Player - Player 5 (Yellow) Releases the Down Arrow key
      • Player - Player 6 (Orange) Releases the Down Arrow key
      • Player - Player 7 (Green) Releases the Down Arrow key
      • Player - Player 8 (Pink) Releases the Down Arrow key
      • Player - Player 9 (Gray) Releases the Down Arrow key
      • Player - Player 10 (Light Blue) Releases the Down Arrow key
      • Player - Player 11 (Dark Green) Releases the Down Arrow key
      • Player - Player 12 (Brown) Releases the Down Arrow key
    • Conditions
      • Player_CamLock[(Player number of (Triggering player))] Equal to True
    • Actions
      • Set Key_Up_Position[(Player number of (Triggering player))] = False
  • Right Release
    • Events
      • Player - Player 1 (Red) Releases the Right Arrow key
      • Player - Player 2 (Blue) Releases the Right Arrow key
      • Player - Player 3 (Teal) Releases the Right Arrow key
      • Player - Player 4 (Purple) Releases the Right Arrow key
      • Player - Player 5 (Yellow) Releases the Right Arrow key
      • Player - Player 6 (Orange) Releases the Right Arrow key
      • Player - Player 7 (Green) Releases the Right Arrow key
      • Player - Player 8 (Pink) Releases the Right Arrow key
      • Player - Player 9 (Gray) Releases the Right Arrow key
      • Player - Player 10 (Light Blue) Releases the Right Arrow key
      • Player - Player 11 (Dark Green) Releases the Right Arrow key
      • Player - Player 12 (Brown) Releases the Right Arrow key
    • Conditions
      • Player_CamLock[(Player number of (Triggering player))] Equal to True
    • Actions
      • Animation - Reset Player_Unit[(Player number of (Triggering player))]'s animation
      • Set Key_Right_Position[(Player number of (Triggering player))] = False
  • Left Release
    • Events
      • Player - Player 1 (Red) Releases the Left Arrow key
      • Player - Player 2 (Blue) Releases the Left Arrow key
      • Player - Player 3 (Teal) Releases the Left Arrow key
      • Player - Player 4 (Purple) Releases the Left Arrow key
      • Player - Player 5 (Yellow) Releases the Left Arrow key
      • Player - Player 6 (Orange) Releases the Left Arrow key
      • Player - Player 7 (Green) Releases the Left Arrow key
      • Player - Player 8 (Pink) Releases the Left Arrow key
      • Player - Player 9 (Gray) Releases the Left Arrow key
      • Player - Player 10 (Light Blue) Releases the Left Arrow key
      • Player - Player 11 (Dark Green) Releases the Left Arrow key
      • Player - Player 12 (Brown) Releases the Left Arrow key
    • Conditions
      • Player_CamLock[(Player number of (Triggering player))] Equal to True
    • Actions
      • Animation - Reset Player_Unit[(Player number of (Triggering player))]'s animation
      • Set Key_Left_Position[(Player number of (Triggering player))] = False
 
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