- Joined
- Jan 25, 2011
- Messages
- 2,289
So I have this grid made up by walls.
The player can Blink from non walled grids to another.
The idea is to create an enemy unit doing a Thunder Clap in all the non walled grinds but one. The player must then Blink to that one safe grid.
The weird thing is that sometimes it works (one grid is safe) but sometimes all non walled grids spawns an enemy unit thus the player can't escape the damage.
These triggers are just a fraction of the real ones, but this is what controls the spawning.
The reason for the "Set Temp_Integer_1 = (Temp_Integer_1 + 2)" in the first trigger is because of the walls covers 1 grid space.
The player can Blink from non walled grids to another.
The idea is to create an enemy unit doing a Thunder Clap in all the non walled grinds but one. The player must then Blink to that one safe grid.
The weird thing is that sometimes it works (one grid is safe) but sometimes all non walled grids spawns an enemy unit thus the player can't escape the damage.
These triggers are just a fraction of the real ones, but this is what controls the spawning.
The reason for the "Set Temp_Integer_1 = (Temp_Integer_1 + 2)" in the first trigger is because of the walls covers 1 grid space.
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Stage 07 Setup
- Events
- Conditions
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Actions
- -------- -------------- ----------------------- -------------- --------
- -------- -------------- ----------------------- -------------- --------
- -------- -------------- ----------------------- -------------- --------
- Set Temp_Integer_1 = 1
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For each (Integer INTEGER_007) from 1 to 49, do (Actions)
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Loop - Actions
- Set Temp_Point_Array_nDestroy_1[INTEGER_007] = Game_Region_Points[Temp_Integer_1]
- Set Temp_Integer_1 = (Temp_Integer_1 + 2)
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Loop - Actions
- -------- -------------- ----------------------- -------------- --------
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Stage 07 Execute 1
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Events
- Time - Every 5.00 seconds of game time
- 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
- Game_Stage_Completed Equal to False
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Then - Actions
- Set Temp_Integer_1 = (Random integer number between 1 and 49)
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For each (Integer INTEGER_001) from 1 to 49, 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
- INTEGER_001 Equal to Temp_Integer_1
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Then - Actions
- Set Temp_Unit_Array_1[Temp_Integer_1] = No unit
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Else - Actions
- Unit - Create 1 Dummy Unit Frozen Blast for Player 12 (Brown) at Temp_Point_Array_nDestroy_1[INTEGER_001] facing Default building facing degrees
- Set Temp_Unit_Array_1[INTEGER_001] = (Last created unit)
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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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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events