- 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.
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Revive Set
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Events
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Unit - A unit Dies
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Conditions
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((Owner of (Dying unit)) slot status) Equal to Is playing
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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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(Unit-type of (Dying unit)) Equal to Footman
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Then - Actions
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Set tempunit01 = (Dying unit)
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Set tempplayer01 = (Owner of tempunit01)
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Set footmanboolean = True
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Set footmancount = (footmancount + 1)
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Unit - Create 1 (Unit-type of tempunit01) for tempplayer01 at (Random point in tempregion <gen>) facing Default building facing degrees
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Special Effect - Create a special effect attached to the overhead of (Last created unit) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Game - Display to (Player group(tempplayer01)) the text: You have stored 1 f...
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Trigger - Turn on Footman Revive <gen>
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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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(Unit-type of (Dying unit)) Equal to Rifleman
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Then - Actions
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Set tempunit02 = (Dying unit)
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Set tempplayer02 = (Owner of tempunit02)
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Set riflemanboolean = True
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Set riflemancount = (riflemancount + 1)
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Unit - Create 1 (Unit-type of tempunit02) for tempplayer02 at (Random point in tempregion <gen>) facing Default building facing degrees
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Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Undead\DarkRitual\DarkRitualTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Game - Display to (Player group(tempplayer01)) the text: You have stored 1 r...
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Trigger - Turn on Rifleman Revive <gen>
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Else - Actions
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Footman Revive
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Revive Footman
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footmanboolean Equal to True
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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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footmancount Greater than or equal to 1
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Then - Actions
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Unit - Create 1 (Unit-type of tempunit01) for tempplayer01 at (Center of Footman Revive <gen>) facing Default building facing degrees
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Special Effect - Create a special effect at (Center of Footman Revive <gen>) using Abilities\Spells\Items\AIim\AIimTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Camera - Pan camera for tempplayer01 to (Center of Footman Revive <gen>) over 0.00 seconds
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Unit - Kill tempunit01
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Else - Actions
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Game - Display to (Player group(tempplayer01)) the text: You need atleast 1 ...
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Rifleman Revive
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Events
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Unit - A unit Starts the effect of an ability
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Conditions
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(Ability being cast) Equal to Revive Rifleman
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riflemanboolean Equal to True
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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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riflemancount Greater than or equal to 1
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Then - Actions
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Unit - Create 1 (Unit-type of tempunit02) for tempplayer02 at (Center of Rifleman Revive <gen>) facing Default building facing degrees
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Special Effect - Create a special effect at (Center of Rifleman Revive <gen>) using Abilities\Spells\Items\AIim\AIimTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Camera - Pan camera for tempplayer02 to (Center of Rifleman Revive <gen>) over 0.00 seconds
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Unit - Kill tempunit02
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Else - Actions
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Game - Display to (Player group(tempplayer02)) the text: You need atleast 1 ...
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