- Joined
- May 20, 2009
- Messages
- 822
So, I have this trigger:
However, it is not MPI compatible. To make it such, I'd have to make a new trigger for each player. What makes this challenging to come up with a solution for is there's no way to find out what player is actually generating the buff, to my knowledge.
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Sense Calc
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Events
- Time - Every 1.00 seconds of game time
- Conditions
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Actions
- Set UnitsOnMap = (Units in (Playable map area))
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Unit Group - Pick every unit in UnitsOnMap 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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And - All (Conditions) are true
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Conditions
- ((Picked unit) has buff Sense ) Equal to False
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Conditions
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And - All (Conditions) are true
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Then - Actions
- Custom script: call DestroyGroup(udg_UnitsOnMap)
- Custom script: call RemoveLocation(udg_UnitPositionP1)
- Custom script: call DestroyGroup(udg_CreatedUnit)
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Else - Actions
- Set UnitPositionP1 = (Position of (Picked unit))
- Unit - Create 1 Dummy Sense Unit for ArcherSightP1 at UnitPositionP1 facing UnitPositionP1
- Set CreatedUnit = (Last created unit group)
- Unit - Kill (Random unit from CreatedUnit)
- Custom script: call DestroyGroup(udg_UnitsOnMap)
- Custom script: call DestroyGroup(udg_CreatedUnit)
- Custom script: call RemoveLocation(udg_UnitPositionP1)
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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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Events
However, it is not MPI compatible. To make it such, I'd have to make a new trigger for each player. What makes this challenging to come up with a solution for is there's no way to find out what player is actually generating the buff, to my knowledge.