- Joined
- Jun 20, 2017
- Messages
- 380
I want a trigger to create some units and when the unit is created, that unit needs 30 seconds to upgrade into level 2 wherever it is.
Last edited:
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Spawning Animals

Events


Unit - A unit Finishes training a unit

Conditions

Actions


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



If - Conditions




((Unit-type of (Trained unit)) is Undead) Equal to (==) True



Then - Actions




Set Point = (Rally-Point of (Triggering unit) as a point)




Set Point2 = (Position of (Triggering unit))




Set Point3 = (Point2 offset by 64.00 towards (Angle from Point2 to Point) degrees)




Set Player = (Owner of (Triggering unit))




Set Integer = (Player number of Player)





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






If - Conditions







(Unit-type of (Trained unit)) Equal to (==) Chicken






Then - Actions







Unit - Order (Triggering unit) to train/upgrade to a Chicken







Unit - Remove (Trained unit) from the game








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









If - Conditions









Then - Actions










Unit - Create 1 Chicken for (Triggering player) at Point3 facing Default building facing (270.0) degrees










Unit Group - Add (Last created unit) to UnitGroup_Animals










Unit - Move (Last created unit) instantly to Point3










Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))










Unit - Order (Last created unit) to Move To Point









Else - Actions










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











If - Conditions












Unit_Animals Not equal to (!=) No unit












(Custom value of Unit_Animals) Equal to (==) (Player number of (Owner of (Triggering unit)))











Then - Actions












Set Unit_Animals = (Random unit from UnitGroup_Animals)












Set Point4 = (Position of Unit_Animals)












Unit Group - Remove Unit_Animals from UnitGroups_Animals[(Player number of (Owner of (Triggering unit)))]












Unit - Remove Unit_Animals from the game












Wait 30.00 seconds












Unit - Create 1 Chicken 2 for (Triggering player) at Point4 facing Default building facing (270.0) degrees












Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))












Unit - Create 1 Dummy Animals for (Triggering player) at Point4 facing Default building facing (270.0) degrees












Animation - Change (Last created unit)'s size to (30.00%, 30.00%, 30.00%) of its original size












Unit - Add a 1.50 second Generic expiration timer to (Last created unit)












Custom script: call RemoveLocation(udg_Point4)











Else - Actions






Else - Actions





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






If - Conditions







(Unit-type of (Trained unit)) Equal to (==) Rabbit






Then - Actions







Unit - Order (Triggering unit) to train/upgrade to a Rabbit







Unit - Remove (Trained unit) from the game








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









If - Conditions









Then - Actions










Unit - Create 1 Rabbit for (Triggering player) at Point3 facing Default building facing (270.0) degrees










Unit Group - Add (Last created unit) to UnitGroup_Animals










Unit - Move (Last created unit) instantly to Point3










Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))










Unit - Order (Last created unit) to Move To Point









Else - Actions










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











If - Conditions












Unit_Animals Not equal to (!=) No unit












(Custom value of Unit_Animals) Equal to (==) (Player number of (Owner of (Triggering unit)))











Then - Actions












Set Unit_Animals = (Random unit from UnitGroup_Animals)












Set Point4 = (Position of Unit_Animals)












Unit Group - Remove Unit_Animals from UnitGroups_Animals[(Player number of (Owner of (Triggering unit)))]












Unit - Remove Unit_Animals from the game












Wait 30.00 seconds












Unit - Create 1 Rabbit 2 for (Triggering player) at Point4 facing Default building facing (270.0) degrees












Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))












Unit - Create 1 Dummy Animals for (Triggering player) at Point4 facing Default building facing (270.0) degrees












Animation - Change (Last created unit)'s size to (30.00%, 30.00%, 30.00%) of its original size












Unit - Add a 1.50 second Generic expiration timer to (Last created unit)












Custom script: call RemoveLocation(udg_Point4)











Else - Actions






Else - Actions





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






If - Conditions







(Unit-type of (Trained unit)) Equal to (==) Sheep






Then - Actions







Unit - Order (Triggering unit) to train/upgrade to a Sheep







Unit - Remove (Trained unit) from the game








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









If - Conditions









Then - Actions










Unit - Create 1 Sheep for (Triggering player) at Point3 facing Default building facing (270.0) degrees










Unit Group - Add (Last created unit) to UnitGroup_Animals










Unit - Move (Last created unit) instantly to Point3










Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))










Unit - Order (Last created unit) to Move To Point









Else - Actions










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











If - Conditions












Unit_Animals Not equal to (!=) No unit












(Custom value of Unit_Animals) Equal to (==) (Player number of (Owner of (Triggering unit)))











Then - Actions












Set Unit_Animals = (Random unit from UnitGroup_Animals)












Set Point4 = (Position of Unit_Animals)












Unit Group - Remove Unit_Animals from UnitGroups_Animals[(Player number of (Owner of (Triggering unit)))]












Unit - Remove Unit_Animals from the game












Wait 30.00 seconds












Unit - Create 1 Sheep 2 for (Triggering player) at Point4 facing Default building facing (270.0) degrees












Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))












Unit - Create 1 Dummy Animals for (Triggering player) at Point4 facing Default building facing (270.0) degrees












Animation - Change (Last created unit)'s size to (30.00%, 30.00%, 30.00%) of its original size












Unit - Add a 1.50 second Generic expiration timer to (Last created unit)












Custom script: call RemoveLocation(udg_Point4)











Else - Actions






Else - Actions





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






If - Conditions







(Unit-type of (Trained unit)) Equal to (==) Pig






Then - Actions







Unit - Order (Triggering unit) to train/upgrade to a Pig







Unit - Remove (Trained unit) from the game








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









If - Conditions









Then - Actions










Unit - Create 1 Pig for (Triggering player) at Point3 facing Default building facing (270.0) degrees










Unit Group - Add (Last created unit) to UnitGroup_Animals










Unit - Move (Last created unit) instantly to Point3










Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))










Unit - Order (Last created unit) to Move To Point









Else - Actions










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











If - Conditions












Unit_Animals Not equal to (!=) No unit












(Custom value of Unit_Animals) Equal to (==) (Player number of (Owner of (Triggering unit)))











Then - Actions












Set Unit_Animals = (Random unit from UnitGroup_Animals)












Set Point4 = (Position of Unit_Animals)












Unit Group - Remove Unit_Animals from UnitGroups_Animals[(Player number of (Owner of (Triggering unit)))]












Unit - Remove Unit_Animals from the game












Wait 30.00 seconds












Unit - Create 1 Pig 2 for (Triggering player) at Point4 facing Default building facing (270.0) degrees












Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))












Unit - Create 1 Dummy Animals for (Triggering player) at Point4 facing Default building facing (270.0) degrees












Animation - Change (Last created unit)'s size to (30.00%, 30.00%, 30.00%) of its original size












Unit - Add a 1.50 second Generic expiration timer to (Last created unit)












Custom script: call RemoveLocation(udg_Point4)











Else - Actions






Else - Actions




Custom script: call RemoveLocation(udg_Point)




Custom script: call RemoveLocation(udg_Point2)




Custom script: call RemoveLocation(udg_Point3)



Else - Actions


-------- Stuck --------


Set Integer_Stuck = 0


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



Loop - Actions




Unit - Set the custom value of (Picked unit) to Integer_Stuck




Set Points_Stuck[Integer_Stuck] = (Position of (Picked unit))




Set Integer_Stuck = (Integer_Stuck + 1)




Custom script: call RemoveLocation (udg_Points_Stuck[udg_Integer_Stuck])


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



Loop - Actions




Set Point = (Position of (Picked unit))





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






If - Conditions







(X of Point) Equal to (==) (X of Points_Stuck[(Custom value of (Picked unit))])







(Y of Point) Equal to (==) (Y of Points_Stuck[(Custom value of (Picked unit))])






Then - Actions







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








If - Conditions









(Terrain pathing at Point of type Walkability is off) Equal to (==) False








Then - Actions









Unit - Move (Picked unit) instantly to Point








Else - Actions







Set Integer2 = (Random integer number between 1 and 18)







Set Point2 = (Random point in Rects_Way[Integer_Stuck])







Unit - Set level of RegionWanderer for (Picked unit) to Integer2







Unit - Order (Picked unit) to Attack-Move To Point2







Custom script: call RemoveLocation (udg_Point2)






Else - Actions




Custom script: call RemoveLocation (udg_Point)