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Melee Initialization

Events


Map initialization

Conditions

Actions


Hashtable - Create a hashtable


Set Kill_Hash = (Last created hashtable)
Untitled Trigger 018

Events


Unit - A unit Dies

Conditions

Actions


Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in Kill_Hash


Set integer = (Load (Key kills) of (Key (Killing unit)) from Kill_Hash)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




integer Equal to 2



Then - Actions




-------- TRIPLE KILL --------



Else - Actions


Hashtable - Save (integer + 1) as (Key kills) of (Key (Killing unit)) in Kill_Hash
Untitled Trigger 018

Events


Unit - A unit Dies

Conditions


((Triggering unit) belongs to an enemy of (Owner of (Killing unit))) Equal to True

Actions


Hashtable - Clear all child hashtables of child (Key (Triggering unit)) in Hashtable


Set integer = (Load (Key kills) of (Key (Killing unit)) from Hashtable)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




integer Equal to 2




((Killing unit) is in Killer_Group) Equal to True



Then - Actions




Game - Display to (All players) the text: TRIPLE KILL



Else - Actions


Hashtable - Save 5 as (Key timer) of (Key (Killing unit)) in Hashtable


Unit Group - Add (Killing unit) to Killer_Group


Hashtable - Save (integer + 1) as (Key kills) of (Key (Killing unit)) in Hashtable


Trigger - Turn on Timer Trig <gen>
Timer Trig

Events


Time - Every 1.00 seconds of game time

Conditions

Actions


Unit Group - Pick every unit in Killer_Group and do (Actions)



Loop - Actions




Set integer = (Load (Key timer) of (Key (Picked unit)) from Hashtable)




Game - Display to (All players) the text: (String(integer))




If (All Conditions are True) then do (Then Actions) else do (Else Actions)





If - Conditions






integer Equal to 0





Then - Actions






Unit Group - Remove (Picked unit) from Killer_Group






Hashtable - Clear all child hashtables of child (Key (Picked unit)) in Hashtable






If (All Conditions are True) then do (Then Actions) else do (Else Actions)







If - Conditions








(Killer_Group is empty) Equal to True







Then - Actions








Trigger - Turn off (This trigger)







Else - Actions





Else - Actions






Hashtable - Save (integer - 1) as (Key timer) of (Key (Picked unit)) in Hashtable
Events

Unit - When an unit dies
Conditions

((Triggering unit) belongs to an enemy of (Owner of (Killing unit))) Equal to True
Actions

If (All conditions are true) then do (Then Actions) else do (Else Actions)


If - Condition



(Remaining time for (Triple_Kill) Greater than 0.00


Then - Actions



Game - Display to (All players) the text : (Blahblahblah Triple Kill! Blahblahblah)



Countdown Timer - Start (Triple_kill) as a One_shot timer that will expire in 5.00 seconds


Else - Actions



If (all conditions are true) then do (Then Action) else do (Else actions)




If - Conditions





((Time remaining of (Double_Kill) Greater than 0.00




Then - Actions





Game - Display to (All players) the text : (Blahblahblah Double Kill! Blahblahblah)





Countdown Timer - Start (Triple_kill) as a One_shot timer that will expire in 5.00 seconds




Else - Actions





Countdown Timer - Start (Double_kill) as a One_shot timer that will expire in 5.00 seconds
wont that create a leak every 1 sec when picking units in the group? or does the group leak only happen the instance a group is created?
Well you can use this trigger
