hi evry1 i wanted to make an e-z jass trigger becuz i like jass to make small trigger ^^. so i wanted to make a mini train system : the unit enter in the region a mobs is created in the region and there is a cooldown of 1 sec before u can make a unit reappaer in the same region even if u still patrolling . somehow my trigger doesnt work: to be excat it,s only create the spider once......
The boolean system is used for a purpose : when bose die the boolean turn true and other false than unit spawn in the point is different
p.s. sorry for the bj's & unnecessary function lol , i will remove them......one days when the trigger itself will work lol >.>
The boolean system is used for a purpose : when bose die the boolean turn true and other false than unit spawn in the point is different
p.s. sorry for the bj's & unnecessary function lol , i will remove them......one days when the trigger itself will work lol >.>
JASS:
function Trig_Hell_Circle2_Conditions takes nothing returns boolean
return ((IsUnitType(GetEnteringUnit(),UNIT_TYPE_HERO)))
endfunction
function Trig_Hell_Circle2_Func004C takes nothing returns boolean
if ( not ( udg_AC_Bool[2] == false ) ) then
return false
endif
return true
endfunction
function Trig_Hell_Circle2_Func005C takes nothing returns boolean
if ( not ( udg_AC_Bool[2] == false ) ) then
return false
endif
return true
endfunction
function Trig_Hell_Circle2_Func007C takes nothing returns boolean
if ( not ( udg_AC_Bool[2] == true ) ) then
return false
endif
return true
endfunction
function Trig_Hell_Circle2_Func008C takes nothing returns boolean
if ( not ( udg_AC_Bool[2] == true ) ) then
return false
endif
return true
endfunction
function Trig_Hell_Circle2_Func010C takes nothing returns boolean
if ( not ( udg_AC_Bool[3] == true ) ) then
return false
endif
return true
endfunction
function Trig_Hell_Circle2_Func011C takes nothing returns boolean
if ( not ( udg_AC_Bool[3] == true ) ) then
return false
endif
return true
endfunction
function Trig_Hell_Circle2_Func013C takes nothing returns boolean
if ( not ( udg_AC_Bool[4] == true ) ) then
return false
endif
return true
endfunction
function Trig_Hell_Circle2_Func014C takes nothing returns boolean
if ( not ( udg_AC_Bool[4] == true ) ) then
return false
endif
return true
endfunction
function Trig_Hell_Circle2_Actions takes nothing returns nothing
local real HC
local rect R2 = gg_rct_Region_140
local location l2 = GetRectCenter(R2)
// -----------------------------------------------------
if ( Trig_Hell_Circle2_Func005C() ) then
call CreateNUnitsAtLoc( 1, 'n020', Player(14), l2, bj_UNIT_FACING )
call TriggerExecute(udg_trigger127)
endif
// -----------------------------------------------------
if ( Trig_Hell_Circle2_Func008C() ) then
call CreateNUnitsAtLoc( 1, 'z004', Player(14), l2, bj_UNIT_FACING )
call TriggerExecute(udg_trigger127)
endif
// -----------------------------------------------------
if ( Trig_Hell_Circle2_Func011C() ) then
call CreateNUnitsAtLoc( 1, 'n02K', Player(14), l2, bj_UNIT_FACING )
call TriggerExecute(udg_trigger127)
endif
// -----------------------------------------------------
if ( Trig_Hell_Circle2_Func014C() ) then
call CreateNUnitsAtLoc( 1, 'n02K', Player(14), l2, bj_UNIT_FACING )
call TriggerExecute(udg_trigger127)
endif
call RemoveRect(R2)
call RemoveLocation(l2)
// -----------------------------------------------------
// -----------------------------------------------------
call TriggerSleepAction(HC)
endfunction
//===========================================================================
function InitTrig_Hell_Circle2 takes nothing returns nothing
set gg_trg_Hell_Circle2 = CreateTrigger( )
call TriggerRegisterEnterRectSimple( gg_trg_Hell_Circle2, gg_rct_Region_140 )
call TriggerAddCondition( gg_trg_Hell_Circle2, Condition( function Trig_Hell_Circle2_Conditions ))
call TriggerAddAction( gg_trg_Hell_Circle2, function Trig_Hell_Circle2_Actions )
endfunction