- Joined
- Feb 6, 2009
- Messages
- 50
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test a picking
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Events
- Player - Player 1 (Red) Selects a unit
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Conditions
- (Owner of (Triggering unit)) Equal to Player 1 (Red)
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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
- (Custom value of (Picked unit)) Equal to 0
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Then - Actions
- Unit - Move (Triggering unit) instantly to (Center of p1 dont leave <gen>)
- Unit - Unpause (Triggering unit)
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Unit Group - Pick every unit in (Units owned by Player 1 (Red)) 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
- (Custom value of (Picked unit)) Equal to 1
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Then - Actions
- Unit - Set the custom value of (Picked unit) to 0
- Unit - Set the custom value of (Triggering unit) to 1
- Unit - Move (Picked unit) instantly to (Center of alterchar p1 <gen>)
- Unit - Pause (Picked unit)
- Else - 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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Loop - Actions
- Region - Center p1 dont leave <gen> on (Position of (Triggering unit))
- Else - 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
So I HAD this working at one point, then I guess after a bit of modifications it eventually started not working.
Now I can select the same unit and it will move to the switching area (alterchar p1) and suddenly I have a major problem...
The idea is that I have 20 some odd units, as they each level they affect eachothers stats and abilities, however each player can switch them out at will (not that it will make them live longer duringa pvp fight...I mean the health stays the same.)
Also how would you go about switching inventories? (Originally I was going to make it where each unit controled their own items and did not switch...but I don't like that idea anymore.)