so for my trigger there is multiple conditions that need to be met for it to run, if i do not use the and thing for the conditions if only one of the needed conditions is met will it fire?
also, when using ITE functions if i want something to happen when the conditions are NOT met, can i just put it in the else sections?
here is my trigger, should i be using the and in the first ITE that needs 3 conditions, also in the Last ITE? (wich i will put into the else part of the first ITE if my second question is a yes)
also, when using ITE functions if i want something to happen when the conditions are NOT met, can i just put it in the else sections?
here is my trigger, should i be using the and in the first ITE that needs 3 conditions, also in the Last ITE? (wich i will put into the else part of the first ITE if my second question is a yes)
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Change Defender
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Events
- Unit - A unit Starts the effect of an ability
- Conditions
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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
- (Ability being cast) Equal to Select New Defender
- ((Target unit of ability being cast) is in BaseDefenders) Equal to False
- ((Target unit of ability being cast) is An Ancient) Equal to False
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Then - Actions
- -------- Set Casting Unit --------
- Set tempPoint = (Position of (Casting unit))
- -------- Set Current Defender & Position --------
- Set tempGroup = (Units within 500.00 of tempPoint)
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Unit Group - Pick every unit in tempGroup 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
- ((Picked unit) is in BaseDefenders) Equal to True
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Then - Actions
- Set tempUnit1 = (Picked unit)
- 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
- Set tempPoint1 = (Position of tempUnit1)
- -------- Set New Defender & Position --------
- Set tempUnit2 = (Target unit of ability being cast)
- Set tempPoint2 = (Position of tempUnit2)
- -------- Swap Defenders & Remove/Add Buffs --------
- Unit - Remove All buffs from tempUnit1
- Unit Group - Remove tempUnit1 from BaseDefenders
- Unit - Move tempUnit1 instantly to tempPoint2
- Unit - Move tempUnit2 instantly to tempPoint1
- Unit Group - Add tempUnit2 to BaseDefenders
- Set tempGroup1 = (Units within 500.00 of (Position of tempUnit2))
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Unit Group - Pick every unit in tempGroup1 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
- (Unit-type of (Picked unit)) Equal to Guardtower Normal
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Then - Actions
- Set tempUnit3 = (Picked unit)
- Unit - Order tempUnit3 to Orc Raider - Ensnare tempUnit2
- 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
- -------- Clear Leaks --------
- Custom script: call RemoveLocation( udg_tempPoint )
- Custom script: call RemoveLocation( udg_tempPoint1 )
- Custom script: call RemoveLocation( udg_tempPoint2 )
- Custom script: set udg_tempUnit1 = null
- Custom script: set udg_tempUnit2 = null
- Custom script: set udg_tempUnit3 = null
- Custom script: call DestroyGroup( udg_tempGroup )
- Custom script: call DestroyGroup( udg_tempGroup1 )
- 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
- (Ability being cast) Equal to Select New Defender
- ((Target unit of ability being cast) is in BaseDefenders) Equal to True
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Then - Actions
- Set tempUnit = (Casting unit)
- Unit - Order tempUnit to Stop
- Set tempPlayer = (Owner of tempUnit)
- Game - Display to (All players matching ((Owner of tempUnit) Equal to tempPlayer)) the text: That unit is alread...
- Custom script: set udg_tempUnit = null
- Custom script: set udg_tempPlayer = null
- 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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Events