- Joined
- Jan 19, 2010
- Messages
- 393
Hi i got problem. I got triggers. They were working yesterday but now they do nothing. Please help thanks
Region System
PS: This is coming later for multiplayer RP maps-you can lock your parcel and noone else can build there-I hope i can do that
Region System
PS: This is coming later for multiplayer RP maps-you can lock your parcel and noone else can build there-I hope i can do that
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Cast Flag
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Place Flag
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Actions
- Set Flag_Place_Point = (Target point of ability being cast)
- Unit - Create 1 Region Point for (Owner of (Triggering unit)) at Flag_Place_Point facing Default building facing degrees
- Custom script: call RemoveLocation(udg_Flag_Place_Point)
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Events
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Self Destruct
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Self Destruct
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Actions
- Unit - Remove (Triggering unit) from the game
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Events
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Create Region
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Create Region
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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 (Target unit of ability being cast)) Equal to Region Point
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Then - Actions
- -------- Adding points, removing and adding abilities --------
- Unit Group - Add (Triggering unit) to Region_UnitGroup[Region_Count]
- Set Region_Point1[Region_Count] = (Position of (Casting unit))
- Unit Group - Add (Target unit of ability being cast) to Region_UnitGroup[Region_Count]
- Set Region_Point2[Region_Count] = (Position of (Target unit of ability being cast))
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Unit Group - Pick every unit in Region_UnitGroup[Region_Count] and do (Actions)
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Loop - Actions
- Unit - Remove Create Region from (Picked unit)
- Unit - Add Break Region to (Picked unit)
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Loop - Actions
- -------- Creating Region it self --------
- Set Region[Region_Count] = (Region(Region_Point1[Region_Count], Region_Point2[Region_Count]))
- -------- Setting players --------
- Player Group - Add (Owner of (Casting unit)) to Region_Owners[Region_Count]
- -------- Counting --------
- Set Region_Count = (Region_Count + 1)
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Else - Actions
- Game - Display to (Player group((Owner of (Casting unit)))) the text: You must cast it on...
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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
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Break Region
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Events
- Unit - A unit Starts the effect of an ability
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Conditions
- (Ability being cast) Equal to Break Region
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Actions
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For each (Integer A) from 0 to Region_Count, do (Actions)
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Loop - Actions
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Unit Group - Pick every unit in Region_UnitGroup[(Integer A)] 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
- (Casting unit) Equal to (Picked unit)
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Then - Actions
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Unit Group - Pick every unit in Region_UnitGroup[(Integer A)] and do (Actions)
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Loop - Actions
- Unit - Remove Break Region from (Picked unit)
- Unit - Add Create Region to (Picked unit)
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Loop - Actions
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Unit Group - Pick every unit in Region_UnitGroup[(Integer A)] and do (Actions)
- 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
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For each (Integer B) from (Integer A) to Region_Count, do (Actions)
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Loop - Actions
- Set Region_Owners[(Integer B)] = Region_Owners[((Integer B) + 1)]
- Set Region_Point1[(Integer B)] = Region_Point1[((Integer B) + 1)]
- Set Region_Point2[(Integer B)] = Region_Point2[((Integer B) + 1)]
- Set Region_UnitGroup[(Integer B)] = Region_UnitGroup[((Integer B) + 1)]
- Set Region_Count = (Region_Count - 1)
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Loop - Actions
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Unit Group - Pick every unit in Region_UnitGroup[(Integer A)] and do (Actions)
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Loop - Actions
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For each (Integer A) from 0 to Region_Count, do (Actions)
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Events
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