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