1. Are you planning to upload your awesome spell or system to Hive? Please review the rules here.
    Dismiss Notice
  2. The poll for our 11th Music Contest is up! Help us choose the most awesome cinematic tracks by casting a vote!
    Dismiss Notice
  3. Melee Mapping contest #3 - Poll is up! Vote for the best 4v4 melee maps!
    Dismiss Notice
  4. The 30th edition of the Modeling Contest is finally up! The Portable Buildings need your attention, so come along and have a blast!
    Dismiss Notice
  5. The Aftermath has been revealed for the 19th Terraining Contest! Be sure to check out the Results and see what came out of it.
    Dismiss Notice

Ultimate GUI Hero Pick System 2.3

Submitted by -Kobas-
This bundle is marked as approved. It works and satisfies the submission rules.
Ultimate GUI Hero Pick System
2.3
Created by -Kobas-
Link to JASS version
-------------------------------------------------------------------------
Please if you find any errors or bugs report them to me so I can fix them

Features:
- Easy to understand/edit/import/use.
- Can be mixed with multiboard together.
- Small file size.
- Unique idea, perfect way to show people something new.
- Now MPI as well.


What is different in my system?
You can edit interface and play with it to make it look like anything you want really easily.
How to add more buttons, for example hero icons
You will need to create new destructible doodads just like I did for buttons, edit texture and scaling value :)
Remember to trigger dummy unit as well.
Why so long triggers and so many variables?
Well this system isn't created for 1 player, you can remove all interfaces except undead (example) and just edit variables easily (using another array integer) to make it usable for all players.
You can copy part of triggers as well, they will work perfectly fine alone cuz they use different variable.
Can we add more options to system?
Of course, especially if you are working on Single Player maps, you will find system funny once when you remove 90% of triggers created for other players and interfaces :)
Why GUI, use script instead, trackables and such things?
I won't answer to such question, and I will try to ignore such comments -.-

Triggers

Setup
  • UGHPS Setup
    • Events
      • Map initialization
    • Conditions
    • Actions
      • -------- Player Colors --------
      • Set TextColor[1] = |c00FF0000
      • Set TextColor[2] = |c000042FF
      • Set TextColor[3] = |c001CE6B9
      • Set TextColor[4] = |c00540081
      • Set TextColor[5] = |c00FFFC01
      • Set TextColor[6] = |c00FEBA0E
      • Set TextColor[7] = |c0020C000
      • Set TextColor[8] = |c00E55BB0
      • Set TextColor[9] = |c00959697
      • Set TextColor[11] = |c00FFFFBB
      • Set TextColor[12] = |c00FF00FF
      • -------- Player Interface Regions --------
      • Set UGHPS_InterfaceRegion[1] = Player Interface 1 <gen>
      • Set UGHPS_InterfaceRegion[2] = Player Interface 2 <gen>
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Red Player --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Player multipli value, should be ranged from 100 to 800. Everything above 800 will ruin trigger cuz max array limit will be reached. --------
      • -------- I use 100 cuz 100 - 20 for each hero = 40 more room between. --------
      • Set Integer_i = 100
      • -------- Integer that calculate things, it's easier for me to work like this, if you need different value you can just change 1 variable instead all. --------
      • Set Integer_k = 1
      • -------- Interface Camera --------
      • Set UGHPS_Camera[1] = Interface 1 <gen>
      • -------- Damage --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 1))] = (Center of Damage 1 <gen>)
      • -------- Range --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 2))] = (Center of Range 1 <gen>)
      • -------- Armor --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 3))] = (Center of Armor 1 <gen>)
      • -------- AoE --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 4))] = (Center of AoE 1 <gen>)
      • -------- Support --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 5))] = (Center of Support 1 <gen>)
      • -------- Regeneration --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 6))] = (Center of Regeneration 1 <gen>)
      • -------- Hero Name --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 7))] = (Center of Hero Name 1 <gen>)
      • -------- Hero Class --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 8))] = (Center of Hero 1 <gen>)
      • -------- Hero Introduction --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 9))] = (Center of Intro 1 <gen>)
      • -------- Stats - Attributes --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 10))] = (Center of A 1 <gen>)
      • -------- Hero Spawn Location --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 11))] = (Center of Spawn Location 1 <gen>)
      • -------- OK button --------
      • Set UGHPS_Button_OK = Click 0022 <gen>
      • -------- Random Button --------
      • Set UGHPS_Button_Random = Click 0002 <gen>
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Blue Player --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Player multipli value, should be ranged from 100 to 800. Everything above 800 will ruin trigger cuz max array limit will be reached. --------
      • -------- I use 100 cuz 100 - 20 for each hero = 40 more room between. --------
      • Set Integer_i = 200
      • -------- Integer that calculate things, it's easier for me to work like this, if you need different value you can just change 1 variable instead all. --------
      • Set Integer_k = 1
      • -------- Interface Camera --------
      • Set UGHPS_Camera[2] = Interface 2 <gen>
      • -------- Damage --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 1))] = (Center of Damage 2 <gen>)
      • -------- Range --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 2))] = (Center of Range 2 <gen>)
      • -------- Armor --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 3))] = (Center of Armor 2 <gen>)
      • -------- AoE --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 4))] = (Center of AoE 2 <gen>)
      • -------- Support --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 5))] = (Center of Support 2 <gen>)
      • -------- Regeneration --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 6))] = (Center of Regeneration 2 <gen>)
      • -------- Hero Name --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 7))] = (Center of Hero Name 2 <gen>)
      • -------- Hero Class --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 8))] = (Center of Hero 2 <gen>)
      • -------- Hero Introduction --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 9))] = (Center of Intro 2 <gen>)
      • -------- Stats - Attributes --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 10))] = (Center of A 2 <gen>)
      • -------- Hero Spawn Location --------
      • Set UGHPS_HeroStats[(Integer_i + (Integer_k + 11))] = (Center of Spawn Location 2 <gen>)
      • -------- OK button --------
      • Set UGHPS_Button_OK = Click 0007 <gen>
      • -------- Random Button --------
      • Set UGHPS_Button_Random = Click 0006 <gen>
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- MPI settings --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • -------- Disable camera variable for all players --------
          • Set UGHPS_CameraCheck[(Player number of (Player((Integer A))))] = False
          • -------- Add player select unit event to trigger below. --------
          • Trigger - Add to UGHPS Buttons <gen> the event (Player - (Player((Integer A))) Selects a unit)
          • -------- Add player skips cinematic or write xxx to right trigger. --------
          • Trigger - Add to UGHPS Progress <gen> the event (Player - (Player((Integer A))) skips a cinematic sequence)
          • Trigger - Add to UGHPS Progress <gen> the event (Player - (Player((Integer A))) types a chat message containing xxx as An exact match)
          • Trigger - Add to UGHPS Camera x <gen> the event (Time - UGHPS_CameraTimer[(Integer A)] expires)
      • -------- Let's make clickable units transparent (unvisible) --------
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Click) or ((Unit-type of (Matching unit)) Equal to Settings))) and do (Animation - Change (Picked unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency)
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- HEROES --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Hero destructible model --------
      • -------- RED --------
      • Set UGHPS_HeroModel[((Integer_i x 1) + 20)] = Hero H (Paladin) 0124 <gen>
      • Set UGHPS_HeroModel[((Integer_i x 1) + 40)] = Hero H (Blood Mage) 0247 <gen>
      • Set UGHPS_HeroModel[((Integer_i x 1) + 60)] = Hero H (Ranger) 0154 <gen>
      • -------- BLUE --------
      • Set UGHPS_HeroModel[((Integer_i x 2) + 20)] = Hero H (Paladin) 0141 <gen>
      • Set UGHPS_HeroModel[((Integer_i x 2) + 40)] = Hero H (Blood Mage) 0157 <gen>
      • Set UGHPS_HeroModel[((Integer_i x 2) + 60)] = Hero H (Ranger) 0178 <gen>
      • Set Integer_i = 100
      • For each (Integer A) from 1 to 2, do (Actions)
        • Loop - Actions
          • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
          • -------- Paladin --------
          • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
          • Set Integer_k = 20
          • -------- Hero unit type --------
          • Set UGHPS_HERO_H[((Integer_i x (Integer A)) + Integer_k)] = Paladin
          • -------- Hero destructible model --------
          • Destructible - Hide UGHPS_HeroModel[((Integer_i x (Integer A)) + Integer_k)]
          • -------- Damage --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 1))] = |cFF00FF00IIIIIII|r|cFFFF0000III|r
          • -------- Range --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 2))] = |cFF00FF00II|r|cFFFF0000IIIIIIII|r
          • -------- Armor --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 3))] = |cFF00FF00IIII|r|cFFFF0000IIIIII|r
          • -------- AoE --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 4))] = |cFF00FF00I|r|cFFFF0000IIIIIIIII|r
          • -------- Support --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 5))] = |cFF00FF00IIIII|r|cFFFF0000IIIII|r
          • -------- Regeneration --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 6))] = |cFFFF0000IIIIIIIIII|r
          • -------- Hero Name --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 7))] = Aurrius the Pure
          • -------- Hero Class --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 8))] = |cffffcc00Palladin
          • -------- Hero Introduction --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 9))] = Warrior Hero, exceptional at defense and augmenting nearby friendly troops. Can learn Holy Light, Divine Shield, Devotion Aura and Resurrection. |n|n|cffffcc00Attacks land units.|r
          • -------- Stats - Attributes --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 10))] = (|cffffcc0022 + 2.7|r) (17 + 1.8) (13 + 1.5)
          • -------- Sound - Hero Selected --------
          • Set UGHPS_Sound[((Integer_i x (Integer A)) + Integer_k)] = HeroSelectedPaladin <gen>
          • -------- Sound - Hero Picked --------
          • Set UGHPS_Sound[((Integer_i x (Integer A)) + (Integer_k + 1))] = HeroPickedPaladin <gen>
          • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
          • -------- Blood Mage --------
          • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
          • Set Integer_k = 40
          • -------- Hero unit type --------
          • Set UGHPS_HERO_H[((Integer_i x (Integer A)) + Integer_k)] = Blood Mage
          • -------- Hero destructible model --------
          • Destructible - Hide UGHPS_HeroModel[((Integer_i x (Integer A)) + Integer_k)]
          • -------- Damage --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 1))] = |cFF00FF00IIIIIII|r|cFFFF0000III|r
          • -------- Range --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 2))] = |cFF00FF00IIIII|r|cFFFF0000IIIII|r
          • -------- Armor --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 3))] = |cFF00FF00IIIIIIII|r|cFFFF0000II|r
          • -------- AoE --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 4))] = |cFFFF0000IIIIIIIIII|r
          • -------- Support --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 5))] = |cFFFF0000IIIIIIIIII|r
          • -------- Regeneration --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 6))] = |cFF00FF00II|r|cFFFF0000IIIIIIII|r
          • -------- Hero Name --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 7))] = Kelen the Destroyer
          • -------- Hero Class --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 8))] = |cffffcc00Blood Mage
          • -------- Hero Introduction --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 9))] = Mystical Hero, adept at controlling magic and ranged assaults. Can learn Flame Strike, Banish, Siphon Mana and Phoenix. |n|n|cffffcc00Attacks land and air units.|r
          • -------- Stats - Attributes --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 10))] = (18 + 2.0) (14 + 1.0) (|cffffcc0019 + 3.0|r)
          • -------- Sound - Hero Selected --------
          • Set UGHPS_Sound[((Integer_i x (Integer A)) + Integer_k)] = HeroSelectedBloodElf <gen>
          • -------- Sound - Hero Picked --------
          • Set UGHPS_Sound[((Integer_i x (Integer A)) + (Integer_k + 1))] = HeroPickedBloodElf <gen>
          • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
          • -------- Ranger --------
          • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
          • Set Integer_k = 60
          • -------- Hero unit type --------
          • Set UGHPS_HERO_H[((Integer_i x (Integer A)) + Integer_k)] = Sylvanas Windrunner
          • -------- Hero destructible model --------
          • Destructible - Hide UGHPS_HeroModel[((Integer_i x (Integer A)) + Integer_k)]
          • -------- Damage --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 1))] = |cFF00FF00IIII|r|cFFFF0000IIIIII|r
          • -------- Range --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 2))] = |cFF00FF00IIIII|r|cFFFF0000IIIII|r
          • -------- Armor --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 3))] = |cFF00FF00IIIIIIII|r|cFFFF0000II|r
          • -------- AoE --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 4))] = |cFF00FF00IIIII|r|cFFFF0000IIIII|r
          • -------- Support --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 5))] = |cFFFF0000IIIIIIIIII|r
          • -------- Regeneration --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 6))] = |cFF00FF00II|r|cFFFF0000IIIIIIII|r
          • -------- Hero Name --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 7))] = Sylvanas Windrunner
          • -------- Hero Class --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 8))] = |cffffcc00Ranger
          • -------- Hero Introduction --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 9))] = Warrior Hero, adept at enhancing ranged attacks and slaying enemies from afar. Can learn Scout, Cold Arrows, Trueshot Aura, and Starfall. |n|n|cffffcc00Attacks land and air units.|r
          • -------- Stats - Attributes --------
          • Set UGHPS_StringAttributes[((Integer_i x (Integer A)) + (Integer_k + 10))] = (18 + 1.9 ) (|cffffcc0019 + 1.5|r) (15 + 2.6)
          • -------- Sound - Hero Selected --------
          • Set UGHPS_Sound[((Integer_i x (Integer A)) + Integer_k)] = HeroSelectedRanger <gen>
          • -------- Sound - Hero Picked --------
          • Set UGHPS_Sound[((Integer_i x (Integer A)) + (Integer_k + 1))] = HeroPickedRanger <gen>

Camera
  • UGHPS Camera
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
    • Actions
      • -------- Each 0.1 sec we create timer that will set camera above system for right player if he use system. --------
      • For each (Integer Integer_c) from 1 to 2, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • UGHPS_CameraCheck[Integer_c] Equal to True
            • Then - Actions
              • Countdown Timer - Start UGHPS_CameraTimer[Integer_c] as a One-shot timer that will expire in 0.00 seconds
            • Else - Actions

Camera x
  • UGHPS Camera x
    • Events
    • Conditions
    • Actions
      • -------- It's camera system, just copy it, nothing important really --------
      • For each (Integer Integer_c) from 1 to 2, do (Actions)
        • Loop - Actions
          • Custom script: if GetExpiredTimer() == udg_UGHPS_CameraTimer[udg_Integer_c] then
          • Camera - Apply UGHPS_Camera[(Player number of (Player(Integer_c)))] for (Player(Integer_c)) over 0.10 seconds
          • Skip remaining actions
          • Custom script: endif

Interface Human
  • Interface Human
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • (Unit-type of (Sold unit)) Equal to Human Interface
    • Actions
      • Destructible - Pick every destructible in UGHPS_InterfaceRegion[(Player number of (Owner of (Sold unit)))] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Destructible-type of (Picked destructible)) Equal to Border NE (D)
                  • (Destructible-type of (Picked destructible)) Equal to Border Orc (D)
                  • (Destructible-type of (Picked destructible)) Equal to Border UD (D)
            • Then - Actions
              • Set point_p = (Position of (Picked destructible))
              • Destructible - Create a Border H (D) at point_p facing 0.00 with scale 1.00 and variation 0
              • Custom script: call RemoveLocation ( udg_point_p)
              • Destructible - Remove (Picked destructible)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Destructible-type of (Picked destructible)) Equal to Border NE (DL)
                      • (Destructible-type of (Picked destructible)) Equal to Border Orc (DL)
                      • (Destructible-type of (Picked destructible)) Equal to Border UD (DL)
                • Then - Actions
                  • Set point_p = (Position of (Picked destructible))
                  • Destructible - Create a Border H (DL) at point_p facing 0.00 with scale 1.00 and variation 0
                  • Custom script: call RemoveLocation ( udg_point_p)
                  • Destructible - Remove (Picked destructible)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • (Destructible-type of (Picked destructible)) Equal to Border NE (DR)
                          • (Destructible-type of (Picked destructible)) Equal to Border Orc (DR)
                          • (Destructible-type of (Picked destructible)) Equal to Border UD (DR)
                    • Then - Actions
                      • Set point_p = (Position of (Picked destructible))
                      • Destructible - Create a Border H (DR) at point_p facing 0.00 with scale 1.00 and variation 0
                      • Custom script: call RemoveLocation ( udg_point_p)
                      • Destructible - Remove (Picked destructible)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Destructible-type of (Picked destructible)) Equal to Border NE (L)
                              • (Destructible-type of (Picked destructible)) Equal to Border Orc (L)
                              • (Destructible-type of (Picked destructible)) Equal to Border UD (L)
                        • Then - Actions
                          • Set point_p = (Position of (Picked destructible))
                          • Destructible - Create a Border H (L) at point_p facing 0.00 with scale 1.00 and variation 0
                          • Custom script: call RemoveLocation ( udg_point_p)
                          • Destructible - Remove (Picked destructible)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Or - Any (Conditions) are true
                                • Conditions
                                  • (Destructible-type of (Picked destructible)) Equal to Border NE (R)
                                  • (Destructible-type of (Picked destructible)) Equal to Border Orc (R)
                                  • (Destructible-type of (Picked destructible)) Equal to Border UD (R)
                            • Then - Actions
                              • Set point_p = (Position of (Picked destructible))
                              • Destructible - Create a Border H (R) at point_p facing 0.00 with scale 1.00 and variation 0
                              • Custom script: call RemoveLocation ( udg_point_p)
                              • Destructible - Remove (Picked destructible)
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Or - Any (Conditions) are true
                                    • Conditions
                                      • (Destructible-type of (Picked destructible)) Equal to Border NE (U)
                                      • (Destructible-type of (Picked destructible)) Equal to Border Orc (U)
                                      • (Destructible-type of (Picked destructible)) Equal to Border UD (U)
                                • Then - Actions
                                  • Set point_p = (Position of (Picked destructible))
                                  • Destructible - Create a Border H (U) at point_p facing 0.00 with scale 1.00 and variation 0
                                  • Custom script: call RemoveLocation ( udg_point_p)
                                  • Destructible - Remove (Picked destructible)
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Or - Any (Conditions) are true
                                        • Conditions
                                          • (Destructible-type of (Picked destructible)) Equal to Border NE (UL)
                                          • (Destructible-type of (Picked destructible)) Equal to Border Orc (UL)
                                          • (Destructible-type of (Picked destructible)) Equal to Border UD (UL)
                                    • Then - Actions
                                      • Set point_p = (Position of (Picked destructible))
                                      • Destructible - Create a Border H (UL) at point_p facing 0.00 with scale 1.00 and variation 0
                                      • Custom script: call RemoveLocation ( udg_point_p)
                                      • Destructible - Remove (Picked destructible)
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • Or - Any (Conditions) are true
                                            • Conditions
                                              • (Destructible-type of (Picked destructible)) Equal to Border NE (UR)
                                              • (Destructible-type of (Picked destructible)) Equal to Border Orc (UR)
                                              • (Destructible-type of (Picked destructible)) Equal to Border UD (UR)
                                        • Then - Actions
                                          • Set point_p = (Position of (Picked destructible))
                                          • Destructible - Create a Border H (UR) at point_p facing 0.00 with scale 1.00 and variation 0
                                          • Custom script: call RemoveLocation ( udg_point_p)
                                          • Destructible - Remove (Picked destructible)
                                        • Else - Actions

Interface Orc
  • Interface Orc
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • (Unit-type of (Sold unit)) Equal to Orc Interface
    • Actions
      • Destructible - Pick every destructible in UGHPS_InterfaceRegion[(Player number of (Owner of (Sold unit)))] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Destructible-type of (Picked destructible)) Equal to Border H (D)
                  • (Destructible-type of (Picked destructible)) Equal to Border NE (D)
                  • (Destructible-type of (Picked destructible)) Equal to Border UD (D)
            • Then - Actions
              • Set point_p = (Position of (Picked destructible))
              • Destructible - Create a Border Orc (D) at point_p facing 0.00 with scale 1.00 and variation 0
              • Custom script: call RemoveLocation ( udg_point_p)
              • Destructible - Remove (Picked destructible)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Destructible-type of (Picked destructible)) Equal to Border H (DL)
                      • (Destructible-type of (Picked destructible)) Equal to Border NE (DL)
                      • (Destructible-type of (Picked destructible)) Equal to Border UD (DL)
                • Then - Actions
                  • Set point_p = (Position of (Picked destructible))
                  • Destructible - Create a Border Orc (DL) at point_p facing 0.00 with scale 1.00 and variation 0
                  • Custom script: call RemoveLocation ( udg_point_p)
                  • Destructible - Remove (Picked destructible)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • (Destructible-type of (Picked destructible)) Equal to Border H (DR)
                          • (Destructible-type of (Picked destructible)) Equal to Border NE (DR)
                          • (Destructible-type of (Picked destructible)) Equal to Border UD (DR)
                    • Then - Actions
                      • Set point_p = (Position of (Picked destructible))
                      • Destructible - Create a Border Orc (DR) at point_p facing 0.00 with scale 1.00 and variation 0
                      • Custom script: call RemoveLocation ( udg_point_p)
                      • Destructible - Remove (Picked destructible)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Destructible-type of (Picked destructible)) Equal to Border H (L)
                              • (Destructible-type of (Picked destructible)) Equal to Border NE (L)
                              • (Destructible-type of (Picked destructible)) Equal to Border UD (L)
                        • Then - Actions
                          • Set point_p = (Position of (Picked destructible))
                          • Destructible - Create a Border Orc (L) at point_p facing 0.00 with scale 1.00 and variation 0
                          • Custom script: call RemoveLocation ( udg_point_p)
                          • Destructible - Remove (Picked destructible)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Or - Any (Conditions) are true
                                • Conditions
                                  • (Destructible-type of (Picked destructible)) Equal to Border H (R)
                                  • (Destructible-type of (Picked destructible)) Equal to Border NE (R)
                                  • (Destructible-type of (Picked destructible)) Equal to Border UD (R)
                            • Then - Actions
                              • Set point_p = (Position of (Picked destructible))
                              • Destructible - Create a Border Orc (R) at point_p facing 0.00 with scale 1.00 and variation 0
                              • Custom script: call RemoveLocation ( udg_point_p)
                              • Destructible - Remove (Picked destructible)
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Or - Any (Conditions) are true
                                    • Conditions
                                      • (Destructible-type of (Picked destructible)) Equal to Border H (U)
                                      • (Destructible-type of (Picked destructible)) Equal to Border NE (U)
                                      • (Destructible-type of (Picked destructible)) Equal to Border UD (U)
                                • Then - Actions
                                  • Set point_p = (Position of (Picked destructible))
                                  • Destructible - Create a Border Orc (U) at point_p facing 0.00 with scale 1.00 and variation 0
                                  • Custom script: call RemoveLocation ( udg_point_p)
                                  • Destructible - Remove (Picked destructible)
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Or - Any (Conditions) are true
                                        • Conditions
                                          • (Destructible-type of (Picked destructible)) Equal to Border H (UL)
                                          • (Destructible-type of (Picked destructible)) Equal to Border NE (UL)
                                          • (Destructible-type of (Picked destructible)) Equal to Border UD (UL)
                                    • Then - Actions
                                      • Set point_p = (Position of (Picked destructible))
                                      • Destructible - Create a Border Orc (UL) at point_p facing 0.00 with scale 1.00 and variation 0
                                      • Custom script: call RemoveLocation ( udg_point_p)
                                      • Destructible - Remove (Picked destructible)
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • Or - Any (Conditions) are true
                                            • Conditions
                                              • (Destructible-type of (Picked destructible)) Equal to Border H (UR)
                                              • (Destructible-type of (Picked destructible)) Equal to Border NE (UR)
                                              • (Destructible-type of (Picked destructible)) Equal to Border UD (UR)
                                        • Then - Actions
                                          • Set point_p = (Position of (Picked destructible))
                                          • Destructible - Create a Border Orc (UR) at point_p facing 0.00 with scale 1.00 and variation 0
                                          • Custom script: call RemoveLocation ( udg_point_p)
                                          • Destructible - Remove (Picked destructible)
                                        • Else - Actions

Interface Night Elf
  • Interface Night Elf
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • (Unit-type of (Sold unit)) Equal to Night Elf Interface
    • Actions
      • Destructible - Pick every destructible in UGHPS_InterfaceRegion[(Player number of (Owner of (Sold unit)))] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Destructible-type of (Picked destructible)) Equal to Border H (D)
                  • (Destructible-type of (Picked destructible)) Equal to Border Orc (D)
                  • (Destructible-type of (Picked destructible)) Equal to Border UD (D)
            • Then - Actions
              • Set point_p = (Position of (Picked destructible))
              • Destructible - Create a Border NE (D) at point_p facing 0.00 with scale 1.00 and variation 0
              • Custom script: call RemoveLocation ( udg_point_p)
              • Destructible - Remove (Picked destructible)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Destructible-type of (Picked destructible)) Equal to Border H (DL)
                      • (Destructible-type of (Picked destructible)) Equal to Border Orc (DL)
                      • (Destructible-type of (Picked destructible)) Equal to Border UD (DL)
                • Then - Actions
                  • Set point_p = (Position of (Picked destructible))
                  • Destructible - Create a Border NE (DL) at point_p facing 0.00 with scale 1.00 and variation 0
                  • Custom script: call RemoveLocation ( udg_point_p)
                  • Destructible - Remove (Picked destructible)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • (Destructible-type of (Picked destructible)) Equal to Border H (DR)
                          • (Destructible-type of (Picked destructible)) Equal to Border Orc (DR)
                          • (Destructible-type of (Picked destructible)) Equal to Border UD (DR)
                    • Then - Actions
                      • Set point_p = (Position of (Picked destructible))
                      • Destructible - Create a Border NE (DR) at point_p facing 0.00 with scale 1.00 and variation 0
                      • Custom script: call RemoveLocation ( udg_point_p)
                      • Destructible - Remove (Picked destructible)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Destructible-type of (Picked destructible)) Equal to Border H (L)
                              • (Destructible-type of (Picked destructible)) Equal to Border Orc (L)
                              • (Destructible-type of (Picked destructible)) Equal to Border UD (L)
                        • Then - Actions
                          • Set point_p = (Position of (Picked destructible))
                          • Destructible - Create a Border NE (L) at point_p facing 0.00 with scale 1.00 and variation 0
                          • Custom script: call RemoveLocation ( udg_point_p)
                          • Destructible - Remove (Picked destructible)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Or - Any (Conditions) are true
                                • Conditions
                                  • (Destructible-type of (Picked destructible)) Equal to Border H (R)
                                  • (Destructible-type of (Picked destructible)) Equal to Border Orc (R)
                                  • (Destructible-type of (Picked destructible)) Equal to Border UD (R)
                            • Then - Actions
                              • Set point_p = (Position of (Picked destructible))
                              • Destructible - Create a Border NE (R) at point_p facing 0.00 with scale 1.00 and variation 0
                              • Custom script: call RemoveLocation ( udg_point_p)
                              • Destructible - Remove (Picked destructible)
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Or - Any (Conditions) are true
                                    • Conditions
                                      • (Destructible-type of (Picked destructible)) Equal to Border H (U)
                                      • (Destructible-type of (Picked destructible)) Equal to Border Orc (U)
                                      • (Destructible-type of (Picked destructible)) Equal to Border UD (U)
                                • Then - Actions
                                  • Set point_p = (Position of (Picked destructible))
                                  • Destructible - Create a Border NE (U) at point_p facing 0.00 with scale 1.00 and variation 0
                                  • Custom script: call RemoveLocation ( udg_point_p)
                                  • Destructible - Remove (Picked destructible)
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Or - Any (Conditions) are true
                                        • Conditions
                                          • (Destructible-type of (Picked destructible)) Equal to Border H (UL)
                                          • (Destructible-type of (Picked destructible)) Equal to Border Orc (UL)
                                          • (Destructible-type of (Picked destructible)) Equal to Border UD (UL)
                                    • Then - Actions
                                      • Set point_p = (Position of (Picked destructible))
                                      • Destructible - Create a Border NE (UL) at point_p facing 0.00 with scale 1.00 and variation 0
                                      • Custom script: call RemoveLocation ( udg_point_p)
                                      • Destructible - Remove (Picked destructible)
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • Or - Any (Conditions) are true
                                            • Conditions
                                              • (Destructible-type of (Picked destructible)) Equal to Border H (UR)
                                              • (Destructible-type of (Picked destructible)) Equal to Border Orc (UR)
                                              • (Destructible-type of (Picked destructible)) Equal to Border UD (UR)
                                        • Then - Actions
                                          • Set point_p = (Position of (Picked destructible))
                                          • Destructible - Create a Border NE (UR) at point_p facing 0.00 with scale 1.00 and variation 0
                                          • Custom script: call RemoveLocation ( udg_point_p)
                                          • Destructible - Remove (Picked destructible)
                                        • Else - Actions

Interface Undead
  • Interface Undead
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • (Unit-type of (Sold unit)) Equal to Undead Interface
    • Actions
      • Destructible - Pick every destructible in UGHPS_InterfaceRegion[(Player number of (Owner of (Sold unit)))] and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Destructible-type of (Picked destructible)) Equal to Border H (D)
                  • (Destructible-type of (Picked destructible)) Equal to Border Orc (D)
                  • (Destructible-type of (Picked destructible)) Equal to Border NE (D)
            • Then - Actions
              • Set point_p = (Position of (Picked destructible))
              • Destructible - Create a Border UD (D) at point_p facing 0.00 with scale 1.00 and variation 0
              • Custom script: call RemoveLocation ( udg_point_p)
              • Destructible - Remove (Picked destructible)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Or - Any (Conditions) are true
                    • Conditions
                      • (Destructible-type of (Picked destructible)) Equal to Border H (DL)
                      • (Destructible-type of (Picked destructible)) Equal to Border Orc (DL)
                      • (Destructible-type of (Picked destructible)) Equal to Border NE (DL)
                • Then - Actions
                  • Set point_p = (Position of (Picked destructible))
                  • Destructible - Create a Border UD (DL) at point_p facing 0.00 with scale 1.00 and variation 0
                  • Custom script: call RemoveLocation ( udg_point_p)
                  • Destructible - Remove (Picked destructible)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Or - Any (Conditions) are true
                        • Conditions
                          • (Destructible-type of (Picked destructible)) Equal to Border H (DR)
                          • (Destructible-type of (Picked destructible)) Equal to Border Orc (DR)
                          • (Destructible-type of (Picked destructible)) Equal to Border NE (DR)
                    • Then - Actions
                      • Set point_p = (Position of (Picked destructible))
                      • Destructible - Create a Border UD (DR) at point_p facing 0.00 with scale 1.00 and variation 0
                      • Custom script: call RemoveLocation ( udg_point_p)
                      • Destructible - Remove (Picked destructible)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Or - Any (Conditions) are true
                            • Conditions
                              • (Destructible-type of (Picked destructible)) Equal to Border H (L)
                              • (Destructible-type of (Picked destructible)) Equal to Border Orc (L)
                              • (Destructible-type of (Picked destructible)) Equal to Border NE (L)
                        • Then - Actions
                          • Set point_p = (Position of (Picked destructible))
                          • Destructible - Create a Border UD (L) at point_p facing 0.00 with scale 1.00 and variation 0
                          • Custom script: call RemoveLocation ( udg_point_p)
                          • Destructible - Remove (Picked destructible)
                        • Else - Actions
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Or - Any (Conditions) are true
                                • Conditions
                                  • (Destructible-type of (Picked destructible)) Equal to Border H (R)
                                  • (Destructible-type of (Picked destructible)) Equal to Border Orc (R)
                                  • (Destructible-type of (Picked destructible)) Equal to Border NE (R)
                            • Then - Actions
                              • Set point_p = (Position of (Picked destructible))
                              • Destructible - Create a Border UD (R) at point_p facing 0.00 with scale 1.00 and variation 0
                              • Custom script: call RemoveLocation ( udg_point_p)
                              • Destructible - Remove (Picked destructible)
                            • Else - Actions
                              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                • If - Conditions
                                  • Or - Any (Conditions) are true
                                    • Conditions
                                      • (Destructible-type of (Picked destructible)) Equal to Border H (U)
                                      • (Destructible-type of (Picked destructible)) Equal to Border Orc (U)
                                      • (Destructible-type of (Picked destructible)) Equal to Border NE (U)
                                • Then - Actions
                                  • Set point_p = (Position of (Picked destructible))
                                  • Destructible - Create a Border UD (U) at point_p facing 0.00 with scale 1.00 and variation 0
                                  • Custom script: call RemoveLocation ( udg_point_p)
                                  • Destructible - Remove (Picked destructible)
                                • Else - Actions
                                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                    • If - Conditions
                                      • Or - Any (Conditions) are true
                                        • Conditions
                                          • (Destructible-type of (Picked destructible)) Equal to Border H (UL)
                                          • (Destructible-type of (Picked destructible)) Equal to Border Orc (UL)
                                          • (Destructible-type of (Picked destructible)) Equal to Border NE (UL)
                                    • Then - Actions
                                      • Set point_p = (Position of (Picked destructible))
                                      • Destructible - Create a Border UD (UL) at point_p facing 0.00 with scale 1.00 and variation 0
                                      • Custom script: call RemoveLocation ( udg_point_p)
                                      • Destructible - Remove (Picked destructible)
                                    • Else - Actions
                                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                        • If - Conditions
                                          • Or - Any (Conditions) are true
                                            • Conditions
                                              • (Destructible-type of (Picked destructible)) Equal to Border H (UR)
                                              • (Destructible-type of (Picked destructible)) Equal to Border Orc (UR)
                                              • (Destructible-type of (Picked destructible)) Equal to Border NE (UR)
                                        • Then - Actions
                                          • Set point_p = (Position of (Picked destructible))
                                          • Destructible - Create a Border UD (UR) at point_p facing 0.00 with scale 1.00 and variation 0
                                          • Custom script: call RemoveLocation ( udg_point_p)
                                          • Destructible - Remove (Picked destructible)
                                        • Else - Actions

Progress
  • UGHPS Progress
    • Events
    • Conditions
    • Actions
      • Set UGHPS_CameraCheck[(Player number of (Triggering player))] = True
      • Camera - Apply UGHPS_Camera[(Player number of (Triggering player))] for (Triggering player) over 0.00 seconds
      • Trigger - Turn on UGHPS Camera <gen>

Buttons
  • UGHPS Buttons
    • Events
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Click
    • Actions
      • -------- Turn off trigger to fix small bug when player click fast on icon and create few heroes at same time. --------
      • Trigger - Turn off (This trigger)
      • -------- Remove selected unit from player selection. --------
      • Selection - Clear selection for (Triggering player)
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Button Selection --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Paladin --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Triggering unit) Equal to Click 0001 <gen>
              • (Triggering unit) Equal to Click 0008 <gen>
        • Then - Actions
          • -------- Hero number --------
          • -------- WARRNING: 20 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
          • Set Integer_k = 20
          • -------- integer_h is variable that define hero, unneeded really but it makes trigger action below more eye kindly. --------
          • Set Integer_h = ((Integer_i x (Player number of (Triggering player))) + Integer_k)
          • -------- Location variable that use position of created unit, used for cleaning leaks :) --------
          • Set point_p = (Position of (Triggering unit))
          • -------- We create effect on hero icon (variable point_p) --------
          • Special Effect - Create a special effect at point_p using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
          • -------- We destroy same effect to clean leak. --------
          • Special Effect - Destroy (Last created special effect)
          • -------- We destroy point_p to clean leaks. --------
          • Custom script: call RemoveLocation ( udg_point_p)
          • For each (Integer A) from 1 to 3, do (Actions)
            • Loop - Actions
              • -------- WARRNING: 20 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
              • -------- We hide all hero destructibles shown to player --------
              • Destructible - Hide UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + (20 x (Integer A)))]
          • -------- Now only show right one :) --------
          • Destructible - Show UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + Integer_k)]
          • -------- Play sound when player click on hero icon --------
          • Sound - Play UGHPS_Sound[((Integer_i x (Player number of (Triggering player))) + Integer_k)] at 100.00% volume, attached to (Triggering unit)
          • -------- Let's remove all text, create new one and store it to variables once again. --------
          • For each (Integer A) from 1 to 11, do (Actions)
            • Loop - Actions
              • Floating Text - Destroy UGHPS_FT[(Integer A)]
              • Floating Text - Create floating text that reads UGHPS_StringAttributes[(((Player number of (Triggering player)) x Integer_i) + (Integer_k + (Integer A)))] at UGHPS_HeroStats[(((Player number of (Triggering player)) x Integer_i) + ((Integer A) + 1))] with Z offset 0.00, using font size 8.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Set UGHPS_FT[(Integer A)] = (Last created floating text)
          • Wait 0.00 seconds
          • Trigger - Turn on (This trigger)
          • Skip remaining actions
        • Else - Actions
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Blood Mage --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Triggering unit) Equal to Click 0005 <gen>
              • (Triggering unit) Equal to Click 0009 <gen>
        • Then - Actions
          • -------- Hero number --------
          • -------- WARRNING: 40 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
          • Set Integer_k = 40
          • -------- integer_h is variable that define hero, unneeded really but it makes trigger action below more eye kindly. --------
          • Set Integer_h = ((Integer_i x (Player number of (Triggering player))) + Integer_k)
          • -------- Location variable that use position of created unit, used for cleaning leaks :) --------
          • Set point_p = (Position of (Triggering unit))
          • -------- We create effect on hero icon (variable point_p) --------
          • Special Effect - Create a special effect at point_p using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
          • -------- We destroy same effect to clean leak. --------
          • Special Effect - Destroy (Last created special effect)
          • -------- We destroy point_p to clean leaks. --------
          • Custom script: call RemoveLocation ( udg_point_p)
          • For each (Integer A) from 1 to 3, do (Actions)
            • Loop - Actions
              • -------- WARRNING: 20 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
              • -------- We hide all hero destructibles shown to player --------
              • Destructible - Hide UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + (20 x (Integer A)))]
          • -------- Now only show right one :) --------
          • Destructible - Show UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + Integer_k)]
          • -------- Play sound when player click on hero icon --------
          • Sound - Play UGHPS_Sound[((Integer_i x (Player number of (Triggering player))) + Integer_k)] at 100.00% volume, attached to (Triggering unit)
          • -------- Let's remove all text, create new one and store it to variables once again. --------
          • For each (Integer A) from 1 to 11, do (Actions)
            • Loop - Actions
              • Floating Text - Destroy UGHPS_FT[(Integer A)]
              • Floating Text - Create floating text that reads UGHPS_StringAttributes[(((Player number of (Triggering player)) x Integer_i) + (Integer_k + (Integer A)))] at UGHPS_HeroStats[(((Player number of (Triggering player)) x Integer_i) + ((Integer A) + 1))] with Z offset 0.00, using font size 8.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Set UGHPS_FT[(Integer A)] = (Last created floating text)
          • Wait 0.00 seconds
          • Trigger - Turn on (This trigger)
          • Skip remaining actions
        • Else - Actions
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Ranger --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Triggering unit) Equal to Click 0003 <gen>
              • (Triggering unit) Equal to Click 0010 <gen>
        • Then - Actions
          • -------- Hero number --------
          • -------- WARRNING: 60 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
          • Set Integer_k = 60
          • -------- integer_h is variable that define hero, unneeded really but it makes trigger action below more eye kindly. --------
          • Set Integer_h = ((Integer_i x (Player number of (Triggering player))) + Integer_k)
          • -------- Location variable that use position of created unit, used for cleaning leaks :) --------
          • Set point_p = (Position of (Triggering unit))
          • -------- We create effect on hero icon (variable point_p) --------
          • Special Effect - Create a special effect at point_p using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
          • -------- We destroy same effect to clean leak. --------
          • Special Effect - Destroy (Last created special effect)
          • -------- We destroy point_p to clean leaks. --------
          • Custom script: call RemoveLocation ( udg_point_p)
          • For each (Integer A) from 1 to 3, do (Actions)
            • Loop - Actions
              • -------- WARRNING: 20 is integer_k value from setup trigger, we used 20 as multiple there (20 for 1st hero, 40 for 2nd 60 for 3rd) --------
              • -------- We hide all hero destructibles shown to player --------
              • Destructible - Hide UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + (20 x (Integer A)))]
          • -------- Now only show right one :) --------
          • Destructible - Show UGHPS_HeroModel[(((Player number of (Triggering player)) x Integer_i) + Integer_k)]
          • -------- Play sound when player click on hero icon --------
          • Sound - Play UGHPS_Sound[((Integer_i x (Player number of (Triggering player))) + Integer_k)] at 100.00% volume, attached to (Triggering unit)
          • -------- Let's remove all text, create new one and store it to variables once again. --------
          • For each (Integer A) from 1 to 11, do (Actions)
            • Loop - Actions
              • Floating Text - Destroy UGHPS_FT[(Integer A)]
              • Floating Text - Create floating text that reads UGHPS_StringAttributes[(((Player number of (Triggering player)) x Integer_i) + (Integer_k + (Integer A)))] at UGHPS_HeroStats[(((Player number of (Triggering player)) x Integer_i) + ((Integer A) + 1))] with Z offset 0.00, using font size 8.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Set UGHPS_FT[(Integer A)] = (Last created floating text)
          • Wait 0.00 seconds
          • Trigger - Turn on (This trigger)
          • Skip remaining actions
        • Else - Actions
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- OK Button --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • Or - Any (Conditions) are true
                • Conditions
                  • (Triggering unit) Equal to Click 0022 <gen>
                  • (Triggering unit) Equal to Click 0007 <gen>
              • Integer_h Not equal to 0
        • Then - Actions
          • Set UGHPS_CameraCheck[(Player number of (Triggering player))] = False
          • Unit - Create 1 UGHPS_HERO_H[Integer_h] for (Triggering player) at UGHPS_HeroStats[(((Player number of (Triggering player)) x Integer_i) + 12)] facing Default building facing degrees
          • -------- Let's display message to enemy players --------
          • Set UGHPS_TempForce = (All enemies of (Triggering player))
          • Quest - Display to UGHPS_TempForce the Hint message: (TextColor[(Player number of (Triggering player))] + ((Name of (Triggering player)) + (|r has picked + (Name of (Last created unit)))))
          • Custom script: call DestroyForce (udg_UGHPS_TempForce)
          • -------- Play sound when player select hero --------
          • Sound - Play UGHPS_Sound[((Integer_i x (Player number of (Triggering player))) + (Integer_k + 1))] at 100.00% volume, attached to (Last created unit)
          • -------- Location variable that use position of created unit, used for cleaning leaks :) --------
          • Set point_p = (Position of (Last created unit))
          • Camera - Pan camera for (Triggering player) to point_p over 0.00 seconds
          • Wait 0.00 seconds
          • -------- We create effect on hero spawn location (variable point_p) --------
          • Special Effect - Create a special effect at point_p using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
          • -------- We destroy same effect to clean leak. --------
          • Special Effect - Destroy (Last created special effect)
          • Camera - Reset camera for (Triggering player) to standard game-view over 0.00 seconds
          • -------- We destroy point_p to clean leaks. --------
          • Custom script: call RemoveLocation ( udg_point_p)
          • Wait 0.00 seconds
          • Trigger - Turn on (This trigger)
          • Skip remaining actions
        • Else - Actions
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • -------- Random Button --------
      • -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Or - Any (Conditions) are true
            • Conditions
              • (Triggering unit) Equal to Click 0002 <gen>
              • (Triggering unit) Equal to Click 0006 <gen>
        • Then - Actions
          • Set UGHPS_CameraCheck[(Player number of (Triggering player))] = False
          • Set Integer_h = ((Integer_i x (Player number of (Triggering player))) + (20 x (Random integer number between 1 and 3)))
          • Unit - Create 1 UGHPS_HERO_H[Integer_h] for (Triggering player) at UGHPS_HeroStats[(((Player number of (Triggering player)) x Integer_i) + 12)] facing Default building facing degrees
          • -------- Let's display message to enemy players --------
          • Set UGHPS_TempForce = (All enemies of (Triggering player))
          • Quest - Display to UGHPS_TempForce the Hint message: (TextColor[(Player number of (Triggering player))] + ((Name of (Triggering player)) + (|r has randomed + (Name of (Last created unit)))))
          • Custom script: call DestroyForce (udg_UGHPS_TempForce)
          • -------- Play sound when player select hero --------
          • Sound - Play UGHPS_Sound[Integer_h] at 100.00% volume, attached to (Last created unit)
          • -------- Location variable that use position of created unit, used for cleaning leaks :) --------
          • Set point_p = (Position of (Last created unit))
          • Camera - Pan camera for (Triggering player) to point_p over 0.00 seconds
          • Wait 0.00 seconds
          • -------- We create effect on hero spawn location (variable point_p) --------
          • Special Effect - Create a special effect at point_p using Abilities\Spells\Human\Resurrect\ResurrectTarget.mdl
          • -------- We destroy same effect to clean leak. --------
          • Special Effect - Destroy (Last created special effect)
          • Camera - Reset camera for (Triggering player) to standard game-view over 0.00 seconds
          • -------- We destroy point_p to clean leaks. --------
          • Custom script: call RemoveLocation ( udg_point_p)
          • Wait 0.00 seconds
          • Trigger - Turn on (This trigger)
          • Skip remaining actions
        • Else - Actions


Please if you find any errors or bugs report them to me so I can fix them
Change Log

Version 1.0
- Uploaded Spell
Version 1.1
- Added blockade to stop players from creating 2 or more heroes with fast clicking (Thanks to Maker)
- Fixed leak trigger action
- Optimized main trigger a little
- Added more documentation and description (Loading Screen as well)
Version 1.2
- Optimized triggers to max
- New interface design
- Easier to understand/edit/import/use
- Smaller size
Version 1.2b
- Optimized camera triggers (Maker)
Version 2.0 Ultimate
- First MPI version
- New hero stats display
- Removed Spells (for now)
Version 2.1 Ultimate
- Fixed/Optimized triggers
- More comments
Version 2.2 Ultimate
- Added colored text and messages displayed to enemy players when you pick or random your hero
- Added sound when you select or pick hero
- Added Settings button where you can pick 1 between 4 different interfaces
- New system look (Resized models, edited text etc etc)
Version 2.3 Ultimate
Fixed/Improved:
- When pressing ESC, the camera pans to the hero selection screen. Make the camera apply instantly. You can also use fade out, apply cam, fade in.
- One can get two heroes if the OK button is clicked rapidly.
- If one clicks OK before a hero is selected, the camera will pan to the center of the map. This situation is not handled with triggers.
- UGHPS camera timers are not initialized automatically for other indexes than 0 and 1. That means it won't work for player 2. You need to create the other timers yourself.
- You should add the events of UGHPS Camera x trigger in the setup trigger.
- UGHPS Buttons does the checks for the rest of the unit types even if it has found a match already. Use skip remaining actions or put the if/then/elses inside each other.
- P2 hero models aren't initially hidden.
- UGHPS Setup has two events, only use Map Initialization.
- Add importing instructions into the map.


Keywords:
Advanced, GUI, Hero, Pick, System, -Kobas-, Interface, Triggers
Contents

Advanced GUI Hero Pick System (Map)

Reviews
Moderator
Approved. Great system. Improvements: -The units sold triggers should be turned off when there are no players in the screen -Set the number of players into a variable at map initiliazation, use the variable in UGHPS Camera triggers -Perhaps...
  1. Maker, Ultimate GUI Hero Pick System 2.3, 17th Aug 2011

    Approved. Great system.

    Improvements:
    -The units sold triggers should be turned off when there are no players in the screen
    -Set the number of players into a variable at map initiliazation, use the variable in UGHPS Camera triggers
    -Perhaps prevent users from selecting more than one unit



    v2.2 review
    Maker, Ultimate GUI Hero Pick System 2.2, 29th Aug 2011

    This is a very nice system for selecting heroes. It has good execution and pleasing aesthetics. I'd like to see it used for maps.

    However there are still a few issues.

    In-game


    • When pressing ESC, the camera pans to the hero selection screen. Make the camera apply instantly. You can also use fade out, apply cam, fade in.
    • One can get two heroes if the OK button is clicked rapidly.
    • If one clicks OK before a hero is selected, the camera will pan to the center of the map. This situation is not handled with triggers.

    Triggers


    • UGHPS camera trigger shouldn't be on all the time. Turn it off initially. Only have it on when some player is in the screen.
    • UGHPS camera timers are not initialized automatically for other indexes than 0 and 1. That means it won't work for player 2. You need to create the other timers yourself.
    • You should add the events of UGHPS Camera x trigger in the setup trigger.
    • The interface change triggers should be turned off when no player is in the screen.
    • UGHPS Buttons does the checks for the rest of the unit types even if it has found a match already. Use skip remaining actions or put the if/then/elses inside each other.
    • P2 hero models aren't initially hidden.
    • UGHPS Setup has two events, only use Map Initialization.

    General notes


    • Add importing instructions into the map.

    Suggestions


    • Using trackables would be even smoother, though you would need to use custom scripts.
    • The screen is visible through black mask and fog of war. Hide all destructibles initially, only show them when a player is in screen, and only for that player. Use GetLocalPlayer().

    Status: Needs Fix
     
  2. ih4ck

    ih4ck

    Joined:
    Feb 21, 2011
    Messages:
    58
    Resources:
    0
    Resources:
    0
    Woahhh... Nice and clean =)... rep up mr. cYber Dude haha


    Voted for approval =)
     
  3. -Kobas-

    -Kobas-

    Joined:
    Jan 17, 2010
    Messages:
    5,910
    Resources:
    28
    Icons:
    1
    Tools:
    2
    Maps:
    10
    Spells:
    4
    Template:
    5
    Tutorials:
    6
    Resources:
    28
    If you want to test other interfaces play with another player (not red one)...
    Everything is well explained...
    Red - Human
    Blue - Night Elf
    ...

    Thanks btw :)
     
  4. SA Dashie

    SA Dashie

    Joined:
    Apr 3, 2010
    Messages:
    1,463
    Resources:
    6
    Skins:
    2
    Maps:
    2
    Spells:
    1
    Template:
    1
    Resources:
    6
    might use if i make a secial hero arena one day :D

    edit: dont know why the hive hasnt fixed this problemyet but you cant stop the center whilse using hidden things andis realy anoying for some texts(especialy triggers), so some how can you plz make it a bit easyier to rread ( dont worry i can read it its just a bit harder than usual;o).
     
  5. Wazzz

    Wazzz

    Joined:
    Feb 5, 2009
    Messages:
    2,578
    Resources:
    5
    Maps:
    4
    Tutorials:
    1
    Resources:
    5
    Wow, this looks really useful, especially for one of my prospective projects O:
    Aside from how much I can use it, I just want to say great job, looks fantastic and keep up the good work ^^

    EDIT: Woah, that was purely based on the screeny. Tried it ingame, but it didn't even go to the hero select thing or anything. I don't know why, I have the latest version of Frozen Throne, but work for me it did not :(
     
  6. Maker

    Maker

    Joined:
    Mar 6, 2006
    Messages:
    9,193
    Resources:
    17
    Maps:
    2
    Spells:
    14
    Tutorials:
    1
    Resources:
    17
    Nice system, good job.

    I found one leak, in AGHPS Setup trigger. The wantDestroyGroup should be inside the loop, not before it.

    The unit type names don't always show up, I tested with human units. If I keep clicking "next" button, then Mountain King and Paladin texts won't show up anymore.

    If I press "select hero" button very quickly, I get two heroes.

    I'd prefer trackables over units. No selection circle or having a quick flash in the UI before the unit is deselected.
     
  7. defskull

    defskull

    Joined:
    Mar 27, 2008
    Messages:
    7,978
    Resources:
    17
    Spells:
    17
    Resources:
    17
    I think you should credit for the idea ?
     
  8. 88WaRCraFT3

    88WaRCraFT3

    Joined:
    Jun 9, 2009
    Messages:
    1,139
    Resources:
    1
    Spells:
    1
    Resources:
    1
    Should be way, way better... currently, it should be done with trackables. http://www.hiveworkshop.com/forums/trigger-gui-editor-tutorials-279/trackables-176983/
    Link for trackables in gui.
    Should be better if you center it to camera, so it can be FS. :)
    Would need more information of buttons. Cause i don't know what button can do, it's not writed. You can't show description in multiboard cause you don't use trackables.
    It is useful for beginners who can't handle trackables. i'll give 4/5 to this because of it's usefulness and because it's easly changeable and configurable.
     
  9. Gopinich

    Gopinich

    Joined:
    Nov 24, 2010
    Messages:
    58
    Resources:
    0
    Resources:
    0
    Wao!
    Maybe the heroes have to show more infomation.
     
  10. Axarion

    Axarion

    Joined:
    Sep 30, 2009
    Messages:
    675
    Resources:
    1
    Spells:
    1
    Resources:
    1
    Well this system looks nice and useful for all the GUI user out there. Of course this could be done better with jass and trackables but you don't want to hear that so I never said that ;) For a GUI system it is just great. The only thing I kinda dislike is the fact that you have to create the cameras yourself and its not created by the System.
    Also did you create the models yourself? (If not you need to give credits so people using your system can give proper credits themself, too)

    Maybe I will create a vJass version if I am finished with my Skilltree System and I find the time for it.

    Anyway voted for approval and gave 5/5

    EDIT: The minimap is flashing whenever the system isnt selected o_O
     
  11. Nightmare Moon

    Nightmare Moon

    Joined:
    Apr 16, 2010
    Messages:
    575
    Resources:
    9
    Icons:
    2
    Spells:
    7
    Resources:
    9
    This is rally great, i've been looking for such system like a year...
    And now it's here in GUI!
    Well i guess i'll be using it, if will credits will be given, of course.
    And +rep, vote for approval and 5/5!!!
     
  12. highandpawning

    highandpawning

    Joined:
    Mar 22, 2011
    Messages:
    4
    Resources:
    0
    Resources:
    0
    This is exactly what I came on here looking for thank you so much.
     
  13. -Kobas-

    -Kobas-

    Joined:
    Jan 17, 2010
    Messages:
    5,910
    Resources:
    28
    Icons:
    1
    Tools:
    2
    Maps:
    10
    Spells:
    4
    Template:
    5
    Tutorials:
    6
    Resources:
    28
    You need to press "ESC" key, I made it that way so you can run it countless times without restarting map :)

    Thanks
    Yes you are right, firstly unit group was used without for function so I missed it after edit. Thanks

    This is strange, I tested it few times and it worked perfectly... Will see...

    Will try add turn trigger OFF/ON actions to fix this...

    Yeah but I wanted to make it as much simple as it can be, I even split variables so guys can easily pick what they need... Maybe will I try to optimize it a little, dunno will I replace units :)
    lol what idea, I created system like this 2 months ago, check my Shadow of the Past project :)
    I needed 7 hours to edit already created system to show you this :)
    You should read description :p
    Same answer like that one above, this should be as much simple as it can be so large number of people can learn how to use it or edit it and make even better things.
    Because it set camera bounds to that hero spawn region... It's only effect my test map, should not bother you :)

    Thanks to all others who commented and downloaded resource :)

    EDIT:

    Version 1.1 Uploaded
    I fixed some things...

    Btw guys you are free to split up Buttons trigger, it will be easier to turn them on or off that way and control whole system...
    I keep them all in 1 because I don't really need them, it's test map after all :D
     
    Last edited: Mar 22, 2011
  14. Wazzz

    Wazzz

    Joined:
    Feb 5, 2009
    Messages:
    2,578
    Resources:
    5
    Maps:
    4
    Tutorials:
    1
    Resources:
    5
    Oh really? That's pretty f***ing sweet then ^^
    ESPECIALLY as I will need to run it countless times without restarting them map :3
    I may just need to use this in my map when/if I get back to working on that one :p
     
  15. Master_Elite

    Master_Elite

    Joined:
    Feb 26, 2011
    Messages:
    222
    Resources:
    1
    Models:
    1
    Resources:
    1
    Nice..... 4/5!
     
  16. RaijinSpark

    RaijinSpark

    Joined:
    Aug 31, 2008
    Messages:
    1,583
    Resources:
    1
    Icons:
    1
    Resources:
    1
    This is godlike (well, I honestly didn't check yet, I just download :p) It's what I expect from you anyways :)

    I haven't read all the post, But is this the same as the one you used for your map? but much simpler?
     
  17. Orcnet

    Orcnet

    Joined:
    Jul 31, 2010
    Messages:
    3,873
    Resources:
    4
    Maps:
    3
    Tutorials:
    1
    Resources:
    4
    Ohe..MAI!..GADCH! this is one bad-ass system -Kobas-! thank you so much for sharing this to us! now Imma go claim this my own! :crazz:
     
  18. rcshaggy

    rcshaggy

    Joined:
    Jul 2, 2009
    Messages:
    2,168
    Resources:
    0
    Resources:
    0
    My jaw just fucking dropped, and mind my swearing, but still this is awesome!
    PLUS +REP TO YOU!!!!
    YAHHHHHHHHHHHHHHHHHHHHHHH!!!!!
     
  19. -katana-

    -katana-

    Joined:
    Mar 15, 2011
    Messages:
    37
    Resources:
    0
    Resources:
    0
    maaan when i look at the triggers my head hurts xDDD....great job anyways