- Joined
- Oct 21, 2006
- Messages
- 3,224
All people disconnect except host, when this trigger runs (second trigger). I'd like to know why. I guess it has something to do with custom scripts..
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Add events
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Events
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Map initialization
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Conditions
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Actions
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Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
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Loop - Actions
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Trigger - Add to Attack <gen> the event (Unit - (Picked unit) Takes damage)
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Attack
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Events
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Conditions
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DamageDetection_Disabled Equal to False
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(Damage taken) Greater than 0.50
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Actions
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-------- -------------------- --------
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-------- VARIABLES --------
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-------- -------------------- --------
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-------- Default colors --------
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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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DefaultColors_Disabled Equal to False
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Then - Actions
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Set Text_Color1 = 100.00
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Set Text_Color2 = 100.00
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Set Text_Color3 = 100.00
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Set Text_Color4 = 0.00
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Else - Actions
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-------- Set integers --------
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Set DamageDetection_Damage = (Integer((Damage taken)))
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Set Dodge_Life = ((Life of (Triggering unit)) + (Damage taken))
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-------- Set points --------
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Set Point1 = (Position of (Attacked unit))
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Set Point2 = (Position of (Damage source))
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-------- -------------------------- --------
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-------- DODGE / MISS --------
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-------- -------------------------- --------
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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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Dodge_Disabled Equal to False
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(Random real number between 0.00 and 100.00) Less than or equal to Dodge[(Player number of (Owner of (Attacked unit)))]
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Then - Actions
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Set Text_Size = 10.00
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Unit - Set life of (Triggering unit) to Dodge_Life
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-------- DODGE --------
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Set TriggeringPlayer = (Owner of (Attacked unit))
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-------- Special symbols --------
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Set Text_Special1 = <Empty String>
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Set Text_Special2 = !
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-------- Show dodge text --------
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Custom script: if GetLocalPlayer() == udg_TriggeringPlayer then
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Floating Text - Create floating text that reads (Text_Special1 + (Dodge + Text_Special2)) at Point1 with Z offset 0.00, using font size Text_Size, color (Text_Color1%, Text_Color2%, Text_Color3%), and Text_Color4% transparency
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Set the velocity of (Last created floating text) to 200.00 towards (Random real number between 80.00 and 100.00) degrees
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Floating Text - Change the lifespan of (Last created floating text) to 1.00 seconds
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Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
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Custom script: endif
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-------- MISS --------
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Set TriggeringPlayer = (Owner of (Damage source))
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-------- Special symbols --------
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Set Text_Special1 = <Empty String>
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Set Text_Special2 = !
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-------- Show miss text --------
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Custom script: if GetLocalPlayer() == udg_TriggeringPlayer then
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Floating Text - Create floating text that reads (Text_Special1 + (Miss + Text_Special2)) at Point1 with Z offset 0.00, using font size Text_Size, color (Text_Color1%, Text_Color2%, Text_Color3%), and Text_Color4% transparency
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Set the velocity of (Last created floating text) to 200.00 towards (Random real number between 80.00 and 100.00) degrees
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Floating Text - Change the lifespan of (Last created floating text) to 1.00 seconds
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Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
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Custom script: endif
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Else - Actions
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-------- -------------- --------
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-------- ATTACK --------
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-------- -------------- --------
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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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(Random real number between 0.00 and 100.00) Less than or equal to Critical[(Player number of (Owner of (Damage source)))]
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Then - Actions
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-------- CRITICAL --------
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Set DamageDetection_Damage = (2 x DamageDetection_Damage)
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Set Text_Size = 14.00
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Set DamageDetection_Disabled = True
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Set Dodge_Disabled = True
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Unit - Cause (Damage source) to damage (Attacked unit), dealing (Real(DamageDetection_Damage)) damage of attack type Normal and damage type Normal
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Set DamageDetection_Disabled = False
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Set Dodge_Disabled = False
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-------- DAMAGE DONE --------
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Set TriggeringPlayer = (Owner of (Damage source))
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-------- Special symbols --------
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Set Text_Special1 = <Empty String>
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Set Text_Special2 = <Empty String>
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-------- Show damage done --------
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Custom script: if GetLocalPlayer() == udg_TriggeringPlayer then
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Floating Text - Create floating text that reads (Text_Special1 + ((String(DamageDetection_Damage)) + Text_Special2)) at Point1 with Z offset 0.00, using font size Text_Size, color (Text_Color1%, Text_Color2%, Text_Color3%), and Text_Color4% transparency
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Set the velocity of (Last created floating text) to 200.00 towards (Random real number between 80.00 and 100.00) degrees
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Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
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Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
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Custom script: endif
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-------- DAMAGE TAKEN --------
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Set TriggeringPlayer = (Owner of (Attacked unit))
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-------- Special symbols --------
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Set Text_Special1 = -
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Set Text_Special2 = <Empty String>
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-------- Disable default colors --------
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Set DefaultColors_Disabled = True
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-------- Text color --------
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Set Text_Color1 = 255.00
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Set Text_Color2 = 0.00
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Set Text_Color3 = 0.00
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Set Text_Color4 = 0.00
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-------- Show damage taken --------
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Custom script: if GetLocalPlayer() == udg_TriggeringPlayer then
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Floating Text - Create floating text that reads (Text_Special1 + ((String(DamageDetection_Damage)) + Text_Special2)) at Point1 with Z offset 0.00, using font size Text_Size, color (Text_Color1%, Text_Color2%, Text_Color3%), and Text_Color4% transparency
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Set the velocity of (Last created floating text) to 200.00 towards (Random real number between 80.00 and 100.00) degrees
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Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
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Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
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Custom script: endif
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-------- Enable default colors --------
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Set DefaultColors_Disabled = False
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-------- Rage system --------
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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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RageSystem_Disabled Equal to False
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(Unit-type of (Attacked unit)) Equal to Berserker
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Then - Actions
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Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) + 5.00)
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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
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RageSystem_Disabled Equal to False
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(Unit-type of (Damage source)) Equal to Berserker
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Then - Actions
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Unit - Set mana of (Damage source) to ((Mana of (Damage source)) + 15.00)
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Else - Actions
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Else - Actions
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-------- NORMAL --------
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Set Text_Size = 10.00
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-------- DAMAGE DONE --------
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Set TriggeringPlayer = (Owner of (Damage source))
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-------- Special symbols --------
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Set Text_Special1 = <Empty String>
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Set Text_Special2 = <Empty String>
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-------- Show damage done --------
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Custom script: if GetLocalPlayer() == udg_TriggeringPlayer then
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Floating Text - Create floating text that reads (Text_Special1 + ((String(DamageDetection_Damage)) + Text_Special2)) at Point1 with Z offset 0.00, using font size Text_Size, color (Text_Color1%, Text_Color2%, Text_Color3%), and Text_Color4% transparency
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Set the velocity of (Last created floating text) to 200.00 towards (Random real number between 80.00 and 100.00) degrees
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Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
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Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
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Custom script: endif
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-------- DAMAGE TAKEN --------
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Set TriggeringPlayer = (Owner of (Attacked unit))
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-------- Special symbols --------
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Set Text_Special1 = -
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Set Text_Special2 = <Empty String>
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-------- Disable default colors --------
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Set DefaultColors_Disabled = True
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-------- Text color --------
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Set Text_Color1 = 255.00
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Set Text_Color2 = 0.00
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Set Text_Color3 = 0.00
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Set Text_Color4 = 0.00
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-------- Show damage taken --------
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Custom script: if GetLocalPlayer() == udg_TriggeringPlayer then
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Floating Text - Create floating text that reads (Text_Special1 + ((String(DamageDetection_Damage)) + Text_Special2)) at Point1 with Z offset 0.00, using font size Text_Size, color (Text_Color1%, Text_Color2%, Text_Color3%), and Text_Color4% transparency
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Floating Text - Change (Last created floating text): Disable permanence
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Floating Text - Set the velocity of (Last created floating text) to 200.00 towards (Random real number between 80.00 and 100.00) degrees
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Floating Text - Change the fading age of (Last created floating text) to 1.00 seconds
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Floating Text - Change the lifespan of (Last created floating text) to 1.50 seconds
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Custom script: endif
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-------- Enable default colors --------
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Set DefaultColors_Disabled = False
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-------- Rage system --------
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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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RageSystem_Disabled Equal to False
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(Unit-type of (Attacked unit)) Equal to Berserker
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Then - Actions
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Unit - Set mana of (Attacked unit) to ((Mana of (Attacked unit)) + 5.00)
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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
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RageSystem_Disabled Equal to False
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(Unit-type of (Damage source)) Equal to Berserker
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Then - Actions
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Unit - Set mana of (Damage source) to ((Mana of (Damage source)) + 10.00)
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Else - Actions
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-------- ----------------------------- --------
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-------- COUNTER HELIX --------
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-------- ----------------------------- --------
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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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(Unit-type of (Attacked unit)) Equal to Berserker
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(Random integer number between 1 and 5) Less than or equal to 1
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Then - Actions
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Animation - Play (Attacked unit)'s spin animation
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Custom script: set bj_wantDestroyGroup = true
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Unit Group - Pick every unit in (Units within 225.00 of Point1 matching ((((Matching unit) is A structure) Equal to False) and ((((Owner of (Matching unit)) is an enemy of (Owner of (Attacked unit))) Equal to True) and (((Matching unit) is alive) Equal to True)))) and do (Actions)
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Loop - Actions
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-------- Disable systems --------
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Set Dodge_Disabled = True
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Set DefaultColors_Disabled = True
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Set RageSystem_Disabled = True
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-------- Text color --------
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Set Text_Color1 = 255.00
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Set Text_Color2 = 255.00
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Set Text_Color3 = 0.00
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Set Text_Color4 = 0.00
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-------- Damage --------
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Unit - Cause (Attacked unit) to damage (Picked unit), dealing (Real(Damage_CounterHelix[(Player number of (Owner of (Attacked unit)))])) damage of attack type Spells and damage type Normal
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-------- Special effects --------
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Special Effect - Create a special effect attached to the origin of (Picked unit) using Objects\Spawnmodels\Critters\Albatross\CritterBloodAlbatross.mdl
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Special Effect - Destroy (Last created special effect)
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-------- Enable systems --------
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Set Dodge_Disabled = False
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Set DefaultColors_Disabled = False
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Set RageSystem_Disabled = False
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Else - Actions
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-------- Remove memory leaks --------
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Custom script: call RemoveLocation(udg_Point1)
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Custom script: call RemoveLocation(udg_Point2)
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