- Joined
- Apr 25, 2009
- Messages
- 74
hey, i have a problem, this:
Anyway, heres the full trigger:
I thougt maybe another trigger of mine is going to instantkill the unit, but dont seems so(cuz of a revive trigger with a message that says something like "You died!*blabla*"
Anyway, i attached the Map, so feel free to look over it, maybe i oversaw something.
and of course i give +rep for the fastest solution
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For each (Integer LoopInt1) from 1 to 4, 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
- ((Player(LoopInt1)) slot status) Equal to Is playing
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Then - Actions
- Unit - Create 1 Peasant for (Player(LoopInt1)) at ((Player(LoopInt1)) start location) facing 270.00 degrees
- Set PlayerHero[LoopInt1] = (Last created unit)
- Game - Display to (All players) the text: You did it!
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Else - Actions
- Game - Display to (All players) the text: You pfail!
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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
Anyway, heres the full trigger:
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Map Initialization
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Events
- Map initialization
- Conditions
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Actions
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For each (Integer LoopInt1) from 1 to 4, 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)
-
If - Conditions
- ((Player(LoopInt1)) slot status) Equal to Is playing
-
Then - Actions
- Unit - Create 1 Peasant for (Player(LoopInt1)) at ((Player(LoopInt1)) start location) facing 270.00 degrees
- Set PlayerHero[LoopInt1] = (Last created unit)
- Game - Display to (All players) the text: You did it!
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Else - Actions
- Game - Display to (All players) the text: You pfail!
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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
- -------- Shopdach durchsichtig machen --------
- Animation - Play Spell Breaker 0036 <gen>'s death animation
- Unit Group - Add Marketplace Roof 0007 <gen> to MarketPlaceRoof
- Unit Group - Add Marketplace Roof 0008 <gen> to MarketPlaceRoof
- Unit Group - Add Marketplace Roof 0009 <gen> to MarketPlaceRoof
- Unit Group - Add Marketplace Main Roof 0010 <gen> to MarketPlaceRoof
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Unit Group - Pick every unit in MarketPlaceRoof and do (Actions)
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Loop - Actions
- Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 50.00% transparency
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Loop - Actions
- -------- Startitems verteilen --------
- Set PlayerRegion[1] = (Center of Reds Item Start <gen>)
- Set PlayerRegion[2] = (Center of Blues Item Start <gen>)
- Set PlayerRegion[3] = (Center of Teals Item Start <gen>)
- Set PlayerRegion[4] = (Center of Purples Item Start <gen>)
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For each (Integer LoopInt1) from 1 to 4, 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
- ((Player(LoopInt1)) slot status) Equal to Is playing
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Then - Actions
- Set TempLoc = PlayerRegion[LoopInt1]
- For each (Integer LoopInt2) from 1 to 4, do (Item - Create Lettuce at TempLoc)
- For each (Integer LoopInt2) from 1 to 2, do (Item - Create Warm Potato Soup at TempLoc)
- Custom script: call RemoveLocation(udg_TempLoc)
- 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
- -------- Monster respawn system --------
- Set Respawn_Time = 60.00
- Set TempGroup = (Units in (Playable map area) owned by Neutral Hostile)
- Set TempGroup2 = (Units in (Playable map area) owned by Player 6 (Orange))
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Unit Group - Pick every unit in TempGroup and do (Actions)
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Loop - Actions
- Set Temp_Integer = (Temp_Integer + 1)
- Unit - Set the custom value of (Picked unit) to Temp_Integer
- Set Creep_Point[Temp_Integer] = (Position of (Picked unit))
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Unit Group - Pick every unit in TempGroup2 and do (Actions)
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Loop - Actions
- Set Temp_Integer = (Temp_Integer + 1)
- Unit - Set the custom value of (Picked unit) to Temp_Integer
- Set Creep_Point[Temp_Integer] = (Position of (Picked unit))
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Loop - Actions
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Loop - Actions
- Custom script: call DestroyGroup(udg_TempGroup)
- Custom script: call DestroyGroup(udg_TempGroup2)
- -------- CropSystemset --------
- Set CropCount = (CropCount + 1)
- Set CropType[CropCount] = Lettuce
- Set CropDuration[CropCount] = 5
- Set Cropdie[CropCount] = 4
- Hashtable - Create a hashtable
- Set Watercheck = (Last created hashtable)
- Hashtable - Create a hashtable
- Set numberofdays = (Last created hashtable)
- Hashtable - Create a hashtable
- Set rottendays = (Last created hashtable)
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For each (Integer LoopInt1) from 1 to 4, do (Actions)
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Events
Anyway, i attached the Map, so feel free to look over it, maybe i oversaw something.
and of course i give +rep for the fastest solution
Attachments
Last edited: