Moderator
M
Moderator
20:22, 3rd Feb 2009
Septimus: Lot of defective coding and memory leak, till you fix it. I won't make any further inspection over it. And this trigger?
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01:36, 29th June 2009
Linaze: Boring gameplay (repetitive and slow paced), bad terrain (lacked tile variation, height variation and doodads), contained some memory leaks and wasn't overall very entertaining, Rejected.
Septimus: Lot of defective coding and memory leak, till you fix it. I won't make any further inspection over it. And this trigger?
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Loosing
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Events
- Unit - A unit Dies
- Conditions
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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
- (Unit-type of (Dying unit)) Equal to Gold Mine
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Then - Actions
- Unit - Create 1 Gold Mine for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
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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
- (Unit-type of (Dying unit)) Equal to Mechan-O-Mine
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Then - Actions
- Unit - Create 1 Gold Mine for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
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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
- (Unit-type of (Dying unit)) Equal to Cannon Tower
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Then - Actions
- Unit - Create 1 Ruined Tower for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
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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
- (Unit-type of (Dying unit)) Equal to Flame Tower
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Then - Actions
- Unit - Create 1 Ruined Tower for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
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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
- (Unit-type of (Dying unit)) Equal to Ruined Tower
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Then - Actions
- Unit - Create 1 Ruined Tower for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
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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
- (Unit-type of (Dying unit)) Equal to Warshop
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Then - Actions
- Unit - Create 1 Critical Position for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
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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
- (Unit-type of (Dying unit)) Equal to Critical Position
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Then - Actions
- Unit - Create 1 Critical Position for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
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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
- (Unit-type of (Dying unit)) Equal to Gnomish Airfield
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Then - Actions
- Unit - Create 1 Abandoned Airfield for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
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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
- (Unit-type of (Dying unit)) Equal to Goblin Airfield
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Then - Actions
- Unit - Create 1 Abandoned Airfield for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
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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
- (Unit-type of (Dying unit)) Equal to Abandoned Airfield
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Then - Actions
- Unit - Create 1 Abandoned Airfield for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
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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
- (Unit-type of (Dying unit)) Equal to Battle Lab
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Then - Actions
- Unit - Create 1 Critical Position for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
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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
- (Unit-type of (Dying unit)) Equal to Great Fissure (Greater)
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Then - Actions
- Unit - Create 1 Critical Position for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
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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
- (Unit-type of (Dying unit)) Equal to Fissure
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Then - Actions
- Unit - Create 1 Gold Mine for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
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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
- (Unit-type of (Dying unit)) Equal to Kobold Airfield
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Then - Actions
- Unit - Create 1 Abandoned Airfield for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
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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
- (Unit-type of (Dying unit)) Equal to Guardian Golem
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Then - Actions
- Unit - Create 1 Ruined Tower for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
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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
- (Unit-type of (Dying unit)) Equal to Dig Site
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Then - Actions
- Unit - Create 1 Gold Mine for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
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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
- (Unit-type of (Dying unit)) Equal to Great Dig Site
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Then - Actions
- Unit - Create 1 Critical Position for Neutral Passive at (Position of (Dying unit)) facing Default building facing degrees
- 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)
-
If - Conditions
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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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If (All Conditions are True) then do (Then Actions) else do (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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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Events
01:36, 29th June 2009
Linaze: Boring gameplay (repetitive and slow paced), bad terrain (lacked tile variation, height variation and doodads), contained some memory leaks and wasn't overall very entertaining, Rejected.