- Joined
- Mar 9, 2008
- Messages
- 161
So I made a simple Quantum Lock trigger and was hoping someone could make a weeping angel model to go with it.
For those of you who do not watch the greatest show in the universe, this is a Weeping Angel.
Reference Pictures
I think it should have morph animations for when its angry (See reference pictures) and the normal animations for when its well, not angry.
Example map: QuantumLock Map
For those of you who do not watch the greatest show in the universe, this is a Weeping Angel.
Reference Pictures
I think it should have morph animations for when its angry (See reference pictures) and the normal animations for when its well, not angry.
[trigger=Initialization]Melee Initialization
Events
Map initialization
Conditions
Actions
Set QuantumLockFriendlyFire = True
[/trigger]
Events
Map initialization
Conditions
Actions
Set QuantumLockFriendlyFire = True
[/trigger]
[trigger=QuantumLock]QuantumLock
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Set TempGroupA = (Units in (Entire map) matching ((Level of Quantum Lock (Weeping Angel) for (Matching unit)) Not equal to 0))
Unit Group - Pick every unit in TempGroupA and do (Actions)
Loop - Actions
Set QuantumAngel = (Picked unit)
Set QuantumAngelSeen = False
Set TempPointA = (Position of QuantumAngel)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
QuantumLockFriendlyFire Equal to True
Then - Actions
Set TempGroupB = (Units within 800.00 of TempPointA matching ((QuantumAngel Not equal to (Matching unit)) and (((Matching unit) is alive) Equal to True)))
Else - Actions
Set TempGroupB = (Units within 800.00 of TempPointA matching (((Level of Quantum Lock (Weeping Angel) for (Matching unit)) Equal to 0) and ((QuantumAngel Not equal to (Matching unit)) and (((Matching unit) is alive) Equal to True))))
Trigger - Run QuantumLockSub <gen> (checking conditions)
Custom script: call DestroyGroup(udg_TempGroupB)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
QuantumAngelSeen Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(QuantumAngel is paused) Equal to True
Then - Actions
Else - Actions
Unit - Pause QuantumAngel
Animation - Change QuantumAngel's animation speed to 0.00% of its original speed
Animation - Change QuantumAngel's vertex coloring to (50.00%, 50.00%, 50.00%) with 0.00% transparency
Unit - Make QuantumAngel Invulnerable
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(QuantumAngel is paused) Equal to True
Then - Actions
Unit - Unpause QuantumAngel
Animation - Change QuantumAngel's animation speed to 100.00% of its original speed
Animation - Change QuantumAngel's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Unit - Make QuantumAngel Vulnerable
Else - Actions
Custom script: call RemoveLocation(udg_TempPointA)
Custom script: call DestroyGroup(udg_TempGroupA)
[/trigger]
Events
Time - Every 0.01 seconds of game time
Conditions
Actions
Set TempGroupA = (Units in (Entire map) matching ((Level of Quantum Lock (Weeping Angel) for (Matching unit)) Not equal to 0))
Unit Group - Pick every unit in TempGroupA and do (Actions)
Loop - Actions
Set QuantumAngel = (Picked unit)
Set QuantumAngelSeen = False
Set TempPointA = (Position of QuantumAngel)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
QuantumLockFriendlyFire Equal to True
Then - Actions
Set TempGroupB = (Units within 800.00 of TempPointA matching ((QuantumAngel Not equal to (Matching unit)) and (((Matching unit) is alive) Equal to True)))
Else - Actions
Set TempGroupB = (Units within 800.00 of TempPointA matching (((Level of Quantum Lock (Weeping Angel) for (Matching unit)) Equal to 0) and ((QuantumAngel Not equal to (Matching unit)) and (((Matching unit) is alive) Equal to True))))
Trigger - Run QuantumLockSub <gen> (checking conditions)
Custom script: call DestroyGroup(udg_TempGroupB)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
QuantumAngelSeen Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(QuantumAngel is paused) Equal to True
Then - Actions
Else - Actions
Unit - Pause QuantumAngel
Animation - Change QuantumAngel's animation speed to 0.00% of its original speed
Animation - Change QuantumAngel's vertex coloring to (50.00%, 50.00%, 50.00%) with 0.00% transparency
Unit - Make QuantumAngel Invulnerable
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(QuantumAngel is paused) Equal to True
Then - Actions
Unit - Unpause QuantumAngel
Animation - Change QuantumAngel's animation speed to 100.00% of its original speed
Animation - Change QuantumAngel's vertex coloring to (100.00%, 100.00%, 100.00%) with 0.00% transparency
Unit - Make QuantumAngel Vulnerable
Else - Actions
Custom script: call RemoveLocation(udg_TempPointA)
Custom script: call DestroyGroup(udg_TempGroupA)
[/trigger]
[trigger=QuantumLockSub]QuantumLockSub
Events
Conditions
Actions
Unit Group - Pick every unit in TempGroupB and do (Actions)
Loop - Actions
Set TempUnitA = (Picked unit)
Set TempPointB = (Position of TempUnitA)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cos(((Angle from TempPointB to TempPointA) - (Facing of TempUnitA)))) Less than 0.00
Then - Actions
Else - Actions
Set QuantumAngelSeen = True
Custom script: call RemoveLocation(udg_TempPointB)
[/trigger]
Events
Conditions
Actions
Unit Group - Pick every unit in TempGroupB and do (Actions)
Loop - Actions
Set TempUnitA = (Picked unit)
Set TempPointB = (Position of TempUnitA)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Cos(((Angle from TempPointB to TempPointA) - (Facing of TempUnitA)))) Less than 0.00
Then - Actions
Else - Actions
Set QuantumAngelSeen = True
Custom script: call RemoveLocation(udg_TempPointB)
[/trigger]
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