• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • It's time for the first HD Modeling Contest of 2024. Join the theme discussion for Hive's HD Modeling Contest #6! Click here to post your idea!

Time Event Help

Status
Not open for further replies.
Level 5
Joined
Jan 5, 2019
Messages
108
Hey i need help with this Repeating Time event, i has to be triggering only when every Player 1-6 has finish fighting in an Region and not befor the last Player has finish, also need help with if a player leaves or dies it can understand that. This is what i made so far.

  • Timed Instant TP Player 1
    • Events
      • Time - TimeEvent expires
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Shop Area <gen> contains hero[(Player number of Player 1 (Red))]) Equal to True
        • Then - Actions
          • For each (Integer A) from 1 to 1, do (Actions)
            • Loop - Actions
              • Unit - Move hero[1] instantly to SoloArenaPoint[1]
        • Else - Actions
          • Countdown Timer - Pause TimeEvent
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Player 1 (Red) slot status) Equal to Is playing
            • Then - Actions
              • If ((Shop Area <gen> contains hero[1]) Equal to True) then do (Countdown Timer - Pause TimeEvent) else do (Do nothing)
            • Else - Actions
  • TimeEvent
    • Events
      • Unit - A unit leaves Preventing Leaving To Base <gen>
    • Conditions
    • Actions
      • Countdown Timer - Start TimeEvent as a Repeating timer that will expire in 60.00 seconds
      • Countdown Timer - Create a timer window for TimeEvent with title Game Will Start :
      • Set VariableSet Timer1 = (Last created timer window)
      • Countdown Timer - Show Timer1
  • Solo Arena Player 1
    • Events
      • Unit - A unit owned by Player 12 (Brown) Dies
    • Conditions
    • Actions
      • Set VariableSet PlayersReturnToBase = (Units in Player 1 All Units Dies <gen>)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • ((Triggering unit) is in PlayersReturnToBase.) Equal to True
        • Then - Actions
          • Set VariableSet PlayersReturnToBase = (Units in Player 1 All Units Dies <gen> matching ((((Matching unit) is alive) Equal to True) and ((Owner of (Matching unit)) Equal to Player 12 (Brown))))
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Number of units in PlayersReturnToBase) Equal to 0
            • Then - Actions
              • Wait 0.20 seconds
              • Camera - Apply Base Cam <gen> for Player 1 (Red) over 0.00 seconds
              • Set VariableSet tempPoint = (Center of baseRegion)
              • Set VariableSet AllHeroes[(Player number of Player 1 (Red))] = (Units in Player 1 All Units Dies <gen> owned by Player 1 (Red))
              • For each (Integer A) from 0 to 10, do (Actions)
                • Loop - Actions
                  • Unit - Move (Summoned unit) instantly to tempPoint
                  • Unit - Move (Random unit from AllHeroes[(Player number of Player 1 (Red))]) instantly to tempPoint
              • Custom script: call RemoveLocation(udg_tempPoint)
            • Else - Actions
              • Custom script: call DestroyGroup(udg_PlayersReturnToBase)
        • Else - Actions
      • Set VariableSet RegionArena[(Integer A)] = Player 1 Arena <gen>
I appreciate if you can help me with which triggers i need, or make a demo in a map which explain it to me. Thank you very much in advance :)
 
Status
Not open for further replies.
Top