- Joined
- Apr 10, 2010
- Messages
- 2,789
Well basically, ive made a unit storage system for my map. It works but the problem is, when I revive 1 stored unit, it needs to kill one unit in the storage area but it doesnt. Triggers are below.
-
Revive Set
-
Events
- Unit - A unit Dies
-
Conditions
- ((Owner of (Dying unit)) slot status) Equal to Is playing
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Dying unit)) Equal to Footman
-
Then - Actions
- Set tempunit01 = (Dying unit)
- Set tempplayer01 = (Owner of tempunit01)
- Set footmanboolean = True
- Set footmancount = (footmancount + 1)
- Unit - Create 1 (Unit-type of tempunit01) for tempplayer01 at (Random point in tempregion <gen>) facing Default building facing degrees
- Special Effect - Create a special effect attached to the overhead of (Last created unit) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Game - Display to (Player group(tempplayer01)) the text: You have stored 1 f...
- Trigger - Turn on Footman Revive <gen>
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Dying unit)) Equal to Rifleman
-
Then - Actions
- Set tempunit02 = (Dying unit)
- Set tempplayer02 = (Owner of tempunit02)
- Set riflemanboolean = True
- Set riflemancount = (riflemancount + 1)
- Unit - Create 1 (Unit-type of tempunit02) for tempplayer02 at (Random point in tempregion <gen>) facing Default building facing degrees
- Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Game - Display to (Player group(tempplayer01)) the text: You have stored 1 r...
- Trigger - Turn on Rifleman Revive <gen>
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
Footman Revive
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Revive Footman
- footmanboolean Equal to True
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- footmancount Greater than or equal to 1
-
Then - Actions
- Unit - Create 1 (Unit-type of tempunit01) for tempplayer01 at (Center of Footman Revive <gen>) facing Default building facing degrees
- Special Effect - Create a special effect at (Center of Footman Revive <gen>) using Abilities\Spells\Items\AIim\AIimTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Camera - Pan camera for tempplayer01 to (Center of Footman Revive <gen>) over 0.00 seconds
- Unit - Kill tempunit01
-
Else - Actions
- Game - Display to (Player group(tempplayer01)) the text: You need atleast 1 ...
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
-
Rifleman Revive
-
Events
- Unit - A unit Starts the effect of an ability
-
Conditions
- (Ability being cast) Equal to Revive Rifleman
- riflemanboolean Equal to True
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- riflemancount Greater than or equal to 1
-
Then - Actions
- Unit - Create 1 (Unit-type of tempunit02) for tempplayer02 at (Center of Rifleman Revive <gen>) facing Default building facing degrees
- Special Effect - Create a special effect at (Center of Rifleman Revive <gen>) using Abilities\Spells\Items\AIim\AIimTarget.mdl
- Special Effect - Destroy (Last created special effect)
- Camera - Pan camera for tempplayer02 to (Center of Rifleman Revive <gen>) over 0.00 seconds
- Unit - Kill tempunit02
-
Else - Actions
- Game - Display to (Player group(tempplayer02)) the text: You need atleast 1 ...
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events