- Joined
- Jul 27, 2008
- Messages
- 14,361
Maybe he has new and improved way to harvest lumber?
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Well trigger is functional but I still get message "You'll be revealed and bla bla...." and if I remove melee victory trigger nothing happens when I kill computer player.
T_T
Whatever...I think it is the race that counts. The people will be smart enough to figure out when they've won![]()
And like most maps even use victory triggers today. I can't remember last time I played on net and waited for game to kick me out.

[*]The contest shall begin on October 05, 2009 and conclude on [rainbow]Novemebr 09, 2009 GMT
Time[/rainbow] (GMT)[/list]
yayoi, will change the ground texture?
and I think those succubus is upgrade right? you may want to disable the upgraded succubus
Amazing, making all the models by yourself.
The unit spell are bothering me now. There is ton good and useful hero spells but when it comes to simple units choices are limited. Hive spells are just to advanced to be used on units.
Well VIPs show mostly models and we all know that models don't make race.
Also has anyone noticed a slight advantage over original races in your races?
PLEASE ANSWER ME
how to add my town hall on the selection?
Actions

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


If - Conditions



(Clicked dialog button) Equal to Custom_Buttons[1]


Then - Actions



-------- Replace Units here. --------



Set tally = (tally + 1)


Else - Actions



Set tally = (tally + 1)

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


If - Conditions



AmntOfPlayers Equal to tally


Then - Actions



Countdown Timer - Destroy (Last created timer window)



Trigger - Turn off Timer <gen>


Else - Actions
scope TownHallFix initializer Init
//===========================================================================
globals
private group TmpGroup
endglobals
//===========================================================================
private function Conditions takes nothing returns boolean
return IsUnitType(GetTriggerUnit(), UNIT_TYPE_STRUCTURE) == true or IsUnitType(GetTriggerUnit(), UNIT_TYPE_PEON) == true
endfunction
//===========================================================================
private function Enum takes nothing returns boolean
return GetUnitState(GetFilterUnit(), UNIT_STATE_LIFE) > 0.405
endfunction
//===========================================================================
private function Actions takes nothing returns nothing
local player trig = GetOwningPlayer(GetTriggerUnit())
local player death = GetOwningPlayer(GetDyingUnit())
local integer Count = 0
local unit f
call GroupEnumUnitsOfPlayer(TmpGroup, death, Condition(function Enum))
loop
set f = FirstOfGroup(TmpGroup)
exitwhen f == null
set Count = Count + 1
call GroupRemoveUnit(TmpGroup, f)
endloop
if Count <= 0 then
call CustomDefeatBJ(death, "Defeat!")
endif
if GetPlayers() <= 1 then
call CustomVictoryBJ(trig, true, true)
endif
endfunction
//===========================================================================
private function Init takes nothing returns nothing
local trigger tri = CreateTrigger()
call TriggerRegisterAnyUnitEventBJ(tri, EVENT_PLAYER_UNIT_DEATH)
call TriggerAddCondition(tri, Condition(function Conditions))
call TriggerAddAction(tri, function Actions)
set TmpGroup = CreateGroup()
endfunction
endscope
Race Choice

Events


Time - Elapsed game time is 1.00 seconds

Conditions

Actions


Dialog - Change the title of TempDialog to Which race do you w...


Dialog - Create a dialog button for TempDialog labelled Goblins


Set TempDBut = (Last created dialog Button)


Dialog - Create a dialog button for TempDialog labelled Close


Set TempPG = (All players)


Player Group - Pick every player in TempPG and do (Actions)



Loop - Actions




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





If - Conditions






((Picked player) controller) is Player





Then - Actions






Dialog - Show TempDialog for (Picked player)





Else - Actions


Custom script: call DestroyForce(udg_TempPG)
Goblins Choosen

Events


Dialog - A dialog button is clicked for TempDialog

Conditions


(Clicked dialog button) equal to TempDBut

Actions


Set TempLoc = ((Triggering player) start location)


Set TempGroup = (Units owned by (Triggering player))


Unit Group - Pick every unit in TempGroup and do (Actions)



Loop - Actions




Unit - Remove (Picked unit) from the game


Custom script: call DestroyGroup(udg_TempGroup)


Unit - Create 1 <Town Hall Building> for (Triggering player) at TempLoc facing 270 degrees


Unit - Create 5 <Workers> for (Triggering player) at TempLoc facing 270 degrees


Custom script: call RemoveLocation(udg_TempLoc)
Then share it with us, don't be such a gannet
I'll probably try to recreate this Jass code of Dingo's by myself in GUI.
You don't have simply to remove the action "enforce victory/defeat conditions", and then after created the units, add the actions "enforce victory/defeat conditions"?
You don't have simply to remove the action "enforce victory/defeat conditions", and then after created the units, add the actions "enforce victory/defeat conditions"?
Can't. This action must be initialized so you can't just call it while playing.
Defeat
Events

Unit - A unit dies
Conditions

(Dying unit) is a Building equal to true

Number of units owned by ((Owner of (Dying unit)) matching (Matching unit) is a Building equal to TRUE)) equal to 0
Actions

Player - Defeat owner of (Dying unit)
And what if I still have workers and resources enough to settle a new base?![]()
you slay them with kill actions before defeating the player!
And what if I still have workers and resources enough to settle a new base?![]()