- Joined
- Mar 16, 2008
- Messages
- 955
SOLVED: the trigger setting up the hashtable was never being run... lol
The trigger is clearly being ran but it doesn't seem to create the beacon or "hire button" units. Not sure why.
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altar pt hashtable
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Events
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Time - Elapsed game time is 5.00 seconds
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Conditions
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Actions
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Hashtable - Create a hashtable
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Set VariableSet kni_king_altars_hashtable = (Last created hashtable)
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Hashtable - Save Handle OfYellow_Red_Altar as 5 of 1 in kni_king_altars_hashtable.
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...
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...
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Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 2 in kni_king_altars_hashtable.) facing Default building facing degrees
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...
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altar pt hashtable
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Events
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Time - Elapsed game time is 5.00 seconds
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Conditions
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Actions
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Hashtable - Create a hashtable
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Set VariableSet kni_king_altars_hashtable = (Last created hashtable)
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Hashtable - Save Handle OfYellow_Red_Altar as 5 of 1 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfYellow_Blue_Altar as 5 of 2 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfYellow_Teal_Altar as 5 of 3 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfYellow_Purp_Altar as 5 of 4 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfOJ_Red_Altar as 6 of 1 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfOJ_Blue_Altar as 6 of 2 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfOJ_Teal_Altar as 6 of 3 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfOJ_Purp_Altar as 6 of 4 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLG_Red_Altar as 7 of 1 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLG_Blue_Altar as 7 of 2 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLG_Teal_Altar as 7 of 3 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLG_Purp_Altar as 7 of 4 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfPink_Red_Altar as 8 of 1 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfPink_Blue_Altar as 8 of 2 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfPink_Teal_Altar as 8 of 3 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfPink_Purp_Altar as 8 of 4 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfGray_Red_Altar as 9 of 1 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfGray_Blue_Altar as 9 of 2 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfGray_Teal_Altar as 9 of 3 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfGray_Purp_Altar as 9 of 4 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLB_Red_Altar as 10 of 1 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLB_Blue_Altar as 10 of 2 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLB_Teal_Altar as 10 of 3 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLB_Purp_Altar as 10 of 4 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfDG_Red_Altar as 11 of 1 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfDG_Blue_Altar as 11 of 2 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfDG_Teal_Altar as 11 of 3 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfDG_Purp_Altar as 11 of 4 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfBrown_Red_Altar as 12 of 1 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfBrown_Blue_Altar as 12 of 2 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfBrown_Teal_Altar as 12 of 3 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfBrown_Purp_Altar as 12 of 4 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLight_Brown_Red_Altar as 17 of 1 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLight_Brown_Blue_Altar as 17 of 2 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLight_Brown_Teal_Altar as 17 of 3 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLight_Brown_Purp_Altar as 17 of 4 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfPeach_Red_Altar as 18 of 1 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfPeach_Blue_Altar as 18 of 2 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfPeach_Teal_Altar as 18 of 3 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfPeach_Purp_Altar as 18 of 4 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLime_Red_Altar as 19 of 1 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLime_Blue_Altar as 19 of 2 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLime_Teal_Altar as 19 of 3 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLime_Purp_Altar as 19 of 4 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLight_Purple_Red_Altar as 20 of 1 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLight_Purple_Blue_Altar as 20 of 2 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLight_Purple_Teal_Altar as 20 of 3 in kni_king_altars_hashtable.
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Hashtable - Save Handle OfLight_Purple_Purp_Altar as 20 of 4 in kni_king_altars_hashtable.
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Hashtable - Create a hashtable
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Set VariableSet hire_buttons_hashtable = (Last created hashtable)
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Universal Kingdom Defeat Leave
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Events
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Conditions
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Actions
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For each (Integer leave_loop_integer) from 5 to 12, 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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Or - Any (Conditions) are true
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Conditions
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And - All (Conditions) are true
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Conditions
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(Player_array_var[leave_loop_integer] is in Group1Red.) Equal to True
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Castle_Alive[1] Equal to False
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And - All (Conditions) are true
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Conditions
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(Player_array_var[leave_loop_integer] is in Group2Blue.) Equal to True
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Castle_Alive[2] Equal to False
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And - All (Conditions) are true
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Conditions
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(Player_array_var[leave_loop_integer] is in Group3Teal.) Equal to True
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Castle_Alive[3] Equal to False
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And - All (Conditions) are true
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Conditions
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(Player_array_var[leave_loop_integer] is in Group4Purp.) Equal to True
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Castle_Alive[4] Equal to False
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Then - Actions
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Set VariableSet units_owned_loop = (Units owned by Player_array_var[leave_loop_integer].)
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-------- --------------- --------
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Unit Group - Remove Knight_Hero_Var[leave_loop_integer] from units_owned_loop.
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Unit Group - Remove Knight_Altar_Var[leave_loop_integer] from units_owned_loop.
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Unit Group - Remove pirate_ship_unit[leave_loop_integer] from units_owned_loop.
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Unit Group - Pick every unit in units_owned_loop 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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Or - Any (Conditions) are true
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Conditions
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(Unit-type of (Picked unit)) Equal to Pack Horse (King Unit)
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(Unit-type of (Picked unit)) Equal to Wagon
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(Unit-type of (Picked unit)) Equal to Free Knight (merc camp)
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(Unit-type of (Picked unit)) Equal to Crusader
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(Unit-type of (Picked unit)) Equal to Cleric
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Then - Actions
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Unit Group - Remove (Picked unit) from units_owned_loop.
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Else - 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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(Knight_Hero_Var[leave_loop_integer] is being transported) Equal to False
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Then - Actions
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Unit Group - Pick every unit in units_owned_loop 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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Or - Any (Conditions) are true
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Conditions
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(Unit-type of (Picked unit)) Equal to Pirate Ship (Knight's)
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(Unit-type of (Picked unit)) Equal to Battleship (shipyard)
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(Unit-type of (Picked unit)) Equal to Frigate (neutral shipyard)
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(Unit-type of (Picked unit)) Equal to Schooner
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Then - Actions
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Unit - Kill (Picked unit)
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Else - Actions
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Else - Actions
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Unit Group - Pick every unit in units_owned_loop and do (Unit - Change ownership of (Picked unit) to Player 21 (Coal) and Change color)
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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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(King's Castle 0012 <gen> is alive) Equal to True
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Then - Actions
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Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 1 in (Last created hashtable).) facing Default building facing degrees
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Hashtable - Save Handle Of(Last created unit) as leave_loop_integer of 1 in hire_buttons_hashtable.
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Unit - Change color of (Load leave_loop_integer of 1 in hire_buttons_hashtable.) to (Color of Player_array_var[leave_loop_integer])
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Else - 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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(King's Castle 0025 <gen> is alive) Equal to True
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Then - Actions
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Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 2 in kni_king_altars_hashtable.) facing Default building facing degrees
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Hashtable - Save Handle Of(Last created unit) as leave_loop_integer of 2 in hire_buttons_hashtable.
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Unit - Change color of (Load leave_loop_integer of 2 in hire_buttons_hashtable.) to (Color of Player_array_var[leave_loop_integer])
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Else - 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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(King's Castle 0038 <gen> is alive) Equal to True
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Then - Actions
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Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 3 in kni_king_altars_hashtable.) facing Default building facing degrees
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Hashtable - Save Handle Of(Last created unit) as leave_loop_integer of 3 in hire_buttons_hashtable.
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Unit - Change color of (Load leave_loop_integer of 3 in hire_buttons_hashtable.) to (Color of Player_array_var[leave_loop_integer])
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Else - 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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(King's Castle 0051 <gen> is alive) Equal to True
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Then - Actions
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Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 4 in kni_king_altars_hashtable.) facing Default building facing degrees
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Hashtable - Save Handle Of(Last created unit) as leave_loop_integer of 4 in hire_buttons_hashtable.
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Unit - Change color of (Load leave_loop_integer of 4 in hire_buttons_hashtable.) to (Color of Player_array_var[leave_loop_integer])
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Else - Actions
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Player Group - Remove Player_array_var[leave_loop_integer] from Group1Red.
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Player Group - Remove Player_array_var[leave_loop_integer] from Group2Blue.
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Player Group - Remove Player_array_var[leave_loop_integer] from Group3Teal.
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Player Group - Remove Player_array_var[leave_loop_integer] from Group4Purp.
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Player Group - Add Player_array_var[leave_loop_integer] to Group5_NoGroup
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Player Group - Make Group5_NoGroup treat Group1Red as an Enemy
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Player Group - Make Group5_NoGroup treat Group2Blue as an Enemy
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Player Group - Make Group5_NoGroup treat Group3Teal as an Enemy
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Player Group - Make Group5_NoGroup treat Group4Purp as an Enemy
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Player Group - Make Group5_NoGroup treat Group5_NoGroup as an Enemy
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Player Group - Make Group5_NoGroup treat Black_Group_Var as an Enemy
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Player Group - Make Group1Red treat Group5_NoGroup as an Enemy
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Player Group - Make Group2Blue treat Group5_NoGroup as an Enemy
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Player Group - Make Group3Teal treat Group5_NoGroup as an Enemy
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Player Group - Make Group4Purp treat Group5_NoGroup as an Enemy
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Player Group - Make Black_Group_Var treat Group5_NoGroup as an Enemy
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Player - Make Player 5 (Yellow) treat Player 21 (Coal) as an Enemy
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Player - Make Player 21 (Coal) treat Player 5 (Yellow) as an Enemy
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Set VariableSet temp_point = (Position of Knight_Altar_Var[leave_loop_integer])
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Special Effect - Create a special effect at temp_point using Heavens Gate Channel.mdx
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect attached to the origin of Knight_Altar_Var[leave_loop_integer] using Heavens Gate.mdx
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Special Effect - Destroy (Last created special effect)
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Unit - Move Knight_Altar_Var[leave_loop_integer] instantly to Knight_Altar_Default_Pt[leave_loop_integer]
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Camera - Pan camera for Player_array_var[leave_loop_integer] to Knight_Altar_Default_Pt[leave_loop_integer] over 1.00 seconds
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Cinematic - Ping minimap for (Player group(Player_array_var[leave_loop_integer])) at Knight_Altar_Default_Pt[leave_loop_integer] for 5.00 seconds
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Quest - Display to (All players) the Quest Update message: (The + (player_color_knight_strings[leave_loop_integer] + no longer has a kingdom!))
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Unit - Order Knight_Altar_Var[leave_loop_integer] to Revive Hero Knight_Hero_Var[leave_loop_integer]
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Leaderboard - Change the label for Player_array_var[leave_loop_integer] in Alliances_Leaderboard to (Unhired Knight + (Name of Player_array_var[leave_loop_integer]))
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Leaderboard - Change the color of the label for Player_array_var[leave_loop_integer] in Alliances_Leaderboard to (100.00%, 100.00%, 100.00%) with 0.00% transparency
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Leaderboard - Sort Alliances_Leaderboard by Label in Ascending order
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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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(Knight_Hero_Var[leave_loop_integer] is alive) Equal to True
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Then - Actions
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Set VariableSet altar_point_teleport_array[leave_loop_integer] = (Position of Knight_Hero_Var[leave_loop_integer])
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Special Effect - Create a special effect at altar_point_teleport_array[leave_loop_integer] using Heavens Gate Channel.mdx
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Special Effect - Destroy (Last created special effect)
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Unit - Move Knight_Hero_Var[leave_loop_integer] instantly to Knight_Altar_Default_Pt[leave_loop_integer]
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Else - 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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(Unit-type of Knight_Hero_Var[leave_loop_integer]) Equal to Pirate Knight Cptn Morgan
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(Knight_Hero_Var[leave_loop_integer] has an item of type Pirate Flag) Equal to False
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(Knight_Altar_Var[leave_loop_integer] has an item of type Pirate Flag) Equal to False
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Then - Actions
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Item - Create Pirate Flag at BK_friendly_firer
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Else - Actions
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Else - Actions
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For each (Integer leave_loop_integer) from 17 to 20, 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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Or - Any (Conditions) are true
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Conditions
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And - All (Conditions) are true
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Conditions
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(Player_array_var[leave_loop_integer] is in Group1Red.) Equal to True
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Castle_Alive[1] Equal to False
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And - All (Conditions) are true
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Conditions
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(Player_array_var[leave_loop_integer] is in Group2Blue.) Equal to True
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Castle_Alive[2] Equal to False
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And - All (Conditions) are true
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Conditions
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(Player_array_var[leave_loop_integer] is in Group3Teal.) Equal to True
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Castle_Alive[3] Equal to False
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And - All (Conditions) are true
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Conditions
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(Player_array_var[leave_loop_integer] is in Group4Purp.) Equal to True
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Castle_Alive[4] Equal to False
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Then - Actions
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Set VariableSet units_owned_loop = (Units owned by Player_array_var[leave_loop_integer].)
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-------- --------------- --------
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Unit Group - Remove Knight_Hero_Var[leave_loop_integer] from units_owned_loop.
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Unit Group - Remove Knight_Altar_Var[leave_loop_integer] from units_owned_loop.
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Unit Group - Remove pirate_ship_unit[leave_loop_integer] from units_owned_loop.
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Unit Group - Pick every unit in units_owned_loop 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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Or - Any (Conditions) are true
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Conditions
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(Unit-type of (Picked unit)) Equal to Pack Horse (King Unit)
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(Unit-type of (Picked unit)) Equal to Wagon
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(Unit-type of (Picked unit)) Equal to Free Knight (merc camp)
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(Unit-type of (Picked unit)) Equal to Crusader
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(Unit-type of (Picked unit)) Equal to Cleric
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Then - Actions
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Unit Group - Remove (Picked unit) from units_owned_loop.
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Else - 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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(Knight_Hero_Var[leave_loop_integer] is being transported) Equal to True
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Then - Actions
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Unit Group - Pick every unit in units_owned_loop 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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Or - Any (Conditions) are true
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Conditions
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(Unit-type of (Picked unit)) Equal to Pirate Ship (Knight's)
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(Unit-type of (Picked unit)) Equal to Battleship (shipyard)
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(Unit-type of (Picked unit)) Equal to Frigate (neutral shipyard)
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(Unit-type of (Picked unit)) Equal to Schooner
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Then - Actions
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Unit - Kill (Picked unit)
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Else - Actions
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Else - Actions
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Unit Group - Pick every unit in units_owned_loop and do (Unit - Change ownership of (Picked unit) to Player 21 (Coal) and Change color)
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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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(King's Castle 0012 <gen> is alive) Equal to True
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Then - Actions
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Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 1 in kni_king_altars_hashtable.) facing Default building facing degrees
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Hashtable - Save Handle Of(Last created unit) as leave_loop_integer of 1 in hire_buttons_hashtable.
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Unit - Change color of (Load leave_loop_integer of 1 in hire_buttons_hashtable.) to (Color of Player_array_var[leave_loop_integer])
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Else - 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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(King's Castle 0025 <gen> is alive) Equal to True
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Then - Actions
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Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 2 in kni_king_altars_hashtable.) facing Default building facing degrees
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Hashtable - Save Handle Of(Last created unit) as leave_loop_integer of 2 in hire_buttons_hashtable.
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Unit - Change color of (Load leave_loop_integer of 2 in hire_buttons_hashtable.) to (Color of Player_array_var[leave_loop_integer])
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Else - 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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(King's Castle 0038 <gen> is alive) Equal to True
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Then - Actions
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Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 3 in kni_king_altars_hashtable.) facing Default building facing degrees
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Hashtable - Save Handle Of(Last created unit) as leave_loop_integer of 3 in hire_buttons_hashtable.
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Unit - Change color of (Load leave_loop_integer of 3 in hire_buttons_hashtable.) to (Color of Player_array_var[leave_loop_integer])
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Else - 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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(King's Castle 0051 <gen> is alive) Equal to True
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Then - Actions
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Unit - Create 1 hire_buttons_knights_array[leave_loop_integer] for Neutral Passive at (Load leave_loop_integer of 4 in kni_king_altars_hashtable.) facing Default building facing degrees
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Hashtable - Save Handle Of(Last created unit) as leave_loop_integer of 4 in hire_buttons_hashtable.
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Unit - Change color of (Load leave_loop_integer of 4 in hire_buttons_hashtable.) to (Color of Player_array_var[leave_loop_integer])
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Else - Actions
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Player Group - Remove Player_array_var[leave_loop_integer] from Group1Red.
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Player Group - Remove Player_array_var[leave_loop_integer] from Group2Blue.
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Player Group - Remove Player_array_var[leave_loop_integer] from Group3Teal.
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Player Group - Remove Player_array_var[leave_loop_integer] from Group4Purp.
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Player Group - Add Player_array_var[leave_loop_integer] to Group5_NoGroup
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Player Group - Make Group5_NoGroup treat Group1Red as an Enemy
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Player Group - Make Group5_NoGroup treat Group2Blue as an Enemy
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Player Group - Make Group5_NoGroup treat Group3Teal as an Enemy
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Player Group - Make Group5_NoGroup treat Group4Purp as an Enemy
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Player Group - Make Group5_NoGroup treat Group5_NoGroup as an Enemy
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Player Group - Make Group5_NoGroup treat Black_Group_Var as an Enemy
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Player Group - Make Group1Red treat Group5_NoGroup as an Enemy
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Player Group - Make Group2Blue treat Group5_NoGroup as an Enemy
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Player Group - Make Group3Teal treat Group5_NoGroup as an Enemy
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Player Group - Make Group4Purp treat Group5_NoGroup as an Enemy
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Player Group - Make Black_Group_Var treat Group5_NoGroup as an Enemy
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Player - Make Player 5 (Yellow) treat Player 21 (Coal) as an Enemy
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Player - Make Player 21 (Coal) treat Player 5 (Yellow) as an Enemy
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Set VariableSet temp_point = (Position of Knight_Altar_Var[leave_loop_integer])
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Special Effect - Create a special effect at temp_point using Heavens Gate Channel.mdx
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Special Effect - Destroy (Last created special effect)
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Special Effect - Create a special effect attached to the origin of Knight_Altar_Var[leave_loop_integer] using Heavens Gate.mdx
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Special Effect - Destroy (Last created special effect)
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Unit - Move Knight_Altar_Var[leave_loop_integer] instantly to Knight_Altar_Default_Pt[leave_loop_integer]
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Camera - Pan camera for Player_array_var[leave_loop_integer] to Knight_Altar_Default_Pt[leave_loop_integer] over 1.00 seconds
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Cinematic - Ping minimap for (Player group(Player_array_var[leave_loop_integer])) at Knight_Altar_Default_Pt[leave_loop_integer] for 5.00 seconds
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Quest - Display to (All players) the Quest Update message: (The + (player_color_knight_strings[leave_loop_integer] + no longer has a kingdom!))
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Unit - Order Knight_Altar_Var[leave_loop_integer] to Revive Hero Knight_Hero_Var[leave_loop_integer]
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Leaderboard - Change the label for Player_array_var[leave_loop_integer] in Alliances_Leaderboard to (Unhired Knight + (Name of Player_array_var[leave_loop_integer]))
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Leaderboard - Change the color of the label for Player_array_var[leave_loop_integer] in Alliances_Leaderboard to (100.00%, 100.00%, 100.00%) with 0.00% transparency
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Leaderboard - Sort Alliances_Leaderboard by Label in Ascending order
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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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(Knight_Hero_Var[leave_loop_integer] is alive) Equal to True
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Then - Actions
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Set VariableSet altar_point_teleport_array[leave_loop_integer] = (Position of Knight_Hero_Var[leave_loop_integer])
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Special Effect - Create a special effect at altar_point_teleport_array[leave_loop_integer] using Heavens Gate Channel.mdx
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Special Effect - Destroy (Last created special effect)
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Unit - Move Knight_Hero_Var[leave_loop_integer] instantly to Knight_Altar_Default_Pt[leave_loop_integer]
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Else - 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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(Unit-type of Knight_Hero_Var[leave_loop_integer]) Equal to Pirate Knight Cptn Morgan
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(Knight_Hero_Var[leave_loop_integer] has an item of type Pirate Flag) Equal to False
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(Knight_Altar_Var[leave_loop_integer] has an item of type Pirate Flag) Equal to False
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Then - Actions
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Item - Create Pirate Flag at BK_friendly_firer
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Else - Actions
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Else - Actions
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The trigger is clearly being ran but it doesn't seem to create the beacon or "hire button" units. Not sure why.
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