- Joined
- Oct 29, 2012
- Messages
- 1,474
HI LOL. -_-
I have a simple trigger that works like this:
'When a farm (there are 5 types) finishes training an animal , it automatically trains another one . If the animals' number isn't max , the animals are level 1 . But if the animals' number is max ( of course after training the unit ) , one random unit from all animals with same type becomes level 2 . But the weird thing is :
it's happening to Player 1 only , All other players don't have their animals upgrades even with max animals which 200 or 300 ( depends on mode ) . Well I tried to make ' Game - Show to all players number of current animals' which is AniCount . It was O.K
AND ALSO OTHER PLAYERS HAVE THEIR ANIMALS NOT SPAWNING WHEN THEY REACH MAX ANIMALS , THEY JUST NEED TO START SPAWNING . HERE IS THE TRIGGER :
I have a simple trigger that works like this:
'When a farm (there are 5 types) finishes training an animal , it automatically trains another one . If the animals' number isn't max , the animals are level 1 . But if the animals' number is max ( of course after training the unit ) , one random unit from all animals with same type becomes level 2 . But the weird thing is :
it's happening to Player 1 only , All other players don't have their animals upgrades even with max animals which 200 or 300 ( depends on mode ) . Well I tried to make ' Game - Show to all players number of current animals' which is AniCount . It was O.K
AND ALSO OTHER PLAYERS HAVE THEIR ANIMALS NOT SPAWNING WHEN THEY REACH MAX ANIMALS , THEY JUST NEED TO START SPAWNING . HERE IS THE TRIGGER :
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Spawned Animals and mercs
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Events
- Unit - A unit Finishes training a unit
- Conditions
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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
- ((Unit-type of (Trained unit)) is Undead) Equal to True
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Then - Actions
- Set TempPoint = (Rally-Point of (Triggering unit) as a point)
- Set TempPoint1 = (Position of (Triggering unit))
- Set TempPoint2 = (TempPoint1 offset by 64.00 towards (Angle from TempPoint1 to TempPoint) degrees)
- Set TempPlayer = (Owner of (Triggering unit))
- Set TempInteger = (Player number of TempPlayer)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Unit-type of (Trained unit)) Equal to Chicken
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Then - Actions
- Unit - Order (Triggering unit) to train/upgrade to a Chicken
- Unit - Remove (Trained unit) from the game
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- AniCount[(Player number of (Owner of (Triggering unit)))] Less than AnimalsMaximum
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Then - Actions
- Unit - Create 1 Chicken for Neutral Victim at TempPoint2 facing Default building facing degrees
- Unit Group - Add (Last created unit) to AniChicks[(Player number of (Owner of (Triggering unit)))]
- Set AniCount[(Player number of (Owner of (Triggering unit)))] = (AniCount[(Player number of (Owner of (Triggering unit)))] + 1)
- Unit - Move (Last created unit) instantly to TempPoint2
- Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))
- Unit - Order (Last created unit) to Move To TempPoint
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- AniCount[(Player number of (Owner of (Triggering unit)))] Greater than or equal to AnimalsMaximum
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Then - Actions
- Set TempUnit = (Random unit from AniChicks[(Player number of (Owner of (Triggering unit)))])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- TempUnit Not equal to No unit
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Then - Actions
- Set TempPoint3 = (Position of TempUnit)
- Unit Group - Remove TempUnit from AniChicks[(Player number of (Owner of (Triggering unit)))]
- Unit - Remove TempUnit from the game
- Unit - Create 1 Golden Chicken (Level 2) for Neutral Victim at TempPoint3 facing Default building facing degrees
- Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))
- Unit - Create 1 FeralSpiritEffect for Neutral Passive at TempPoint3 facing Default building facing degrees
- Animation - Change (Last created unit)'s size to (30.00%, 30.00%, 30.00%) of its original size
- Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Trained unit)) Equal to Sheep
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Then - Actions
- Unit - Order (Triggering unit) to train/upgrade to a Sheep
- Unit - Remove (Trained unit) from the game
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- AniCount[(Player number of (Owner of (Triggering unit)))] Less than AnimalsMaximum
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Then - Actions
- Unit - Create 1 Sheep for Neutral Victim at TempPoint2 facing Default building facing degrees
- Unit Group - Add (Last created unit) to AniSheep[(Player number of (Owner of (Triggering unit)))]
- Set AniCount[(Player number of (Owner of (Triggering unit)))] = (AniCount[(Player number of (Owner of (Triggering unit)))] + 1)
- Unit - Move (Last created unit) instantly to TempPoint2
- Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))
- Unit - Order (Last created unit) to Move To TempPoint
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- AniCount[(Player number of (Owner of (Triggering unit)))] Greater than or equal to AnimalsMaximum
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Then - Actions
- Set TempUnit = (Random unit from AniSheep[(Player number of (Owner of (Triggering unit)))])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- TempUnit Not equal to No unit
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Then - Actions
- Set TempPoint3 = (Position of TempUnit)
- Unit Group - Remove TempUnit from AniSheep[(Player number of (Owner of (Triggering unit)))]
- Unit - Remove TempUnit from the game
- Unit - Create 1 Black Sheep (Level 2) for Neutral Victim at TempPoint3 facing Default building facing degrees
- Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))
- Unit - Create 1 FeralSpiritEffect for Neutral Passive at TempPoint3 facing Default building facing degrees
- Animation - Change (Last created unit)'s size to (30.00%, 30.00%, 30.00%) of its original size
- Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Trained unit)) Equal to Pig
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Then - Actions
- Unit - Order (Triggering unit) to train/upgrade to a Pig
- Unit - Remove (Trained unit) from the game
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- AniCount[(Player number of (Owner of (Triggering unit)))] Less than AnimalsMaximum
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Then - Actions
- Unit - Create 1 Pig for Neutral Victim at TempPoint2 facing Default building facing degrees
- Unit Group - Add (Last created unit) to AniPigs[(Player number of (Owner of (Triggering unit)))]
- Set AniCount[(Player number of (Owner of (Triggering unit)))] = (AniCount[(Player number of (Owner of (Triggering unit)))] + 1)
- Unit - Move (Last created unit) instantly to TempPoint2
- Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))
- Unit - Order (Last created unit) to Move To TempPoint
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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
- AniCount[(Player number of (Owner of (Triggering unit)))] Greater than or equal to AnimalsMaximum
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Then - Actions
- Set TempUnit = (Random unit from AniPigs[(Player number of (Owner of (Triggering unit)))])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- TempUnit Not equal to No unit
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Then - Actions
- Set TempPoint3 = (Position of TempUnit)
- Unit Group - Remove TempUnit from AniPigs[(Player number of (Owner of (Triggering unit)))]
- Unit - Remove TempUnit from the game
- Unit - Create 1 Fat Pig (Level 2) for Neutral Victim at TempPoint3 facing Default building facing degrees
- Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))
- Unit - Create 1 FeralSpiritEffect for Neutral Passive at TempPoint3 facing Default building facing degrees
- Animation - Change (Last created unit)'s size to (30.00%, 30.00%, 30.00%) of its original size
- Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Trained unit)) Equal to Rabbit
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Then - Actions
- Unit - Order (Triggering unit) to train/upgrade to a Rabbit
- Unit - Remove (Trained unit) from the game
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- AniCount[(Player number of (Owner of (Triggering unit)))] Less than AnimalsMaximum
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Then - Actions
- Unit - Create 1 Rabbit for Neutral Victim at TempPoint2 facing Default building facing degrees
- Unit Group - Add (Last created unit) to AniRabbits[(Player number of (Owner of (Triggering unit)))]
- Set AniCount[(Player number of (Owner of (Triggering unit)))] = (AniCount[(Player number of (Owner of (Triggering unit)))] + 1)
- Unit - Move (Last created unit) instantly to TempPoint2
- Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))
- Unit - Order (Last created unit) to Move To TempPoint
-
Else - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- AniCount[(Player number of (Owner of (Triggering unit)))] Greater than or equal to AnimalsMaximum
-
Then - Actions
- Set TempUnit = (Random unit from AniRabbits[(Player number of (Owner of (Triggering unit)))])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- TempUnit Not equal to No unit
-
Then - Actions
- Set TempPoint3 = (Position of TempUnit)
- Unit Group - Remove TempUnit from AniRabbits[(Player number of (Owner of (Triggering unit)))]
- Unit - Remove TempUnit from the game
- Unit - Create 1 Green Rabbit (Level 2) for Neutral Victim at TempPoint3 facing Default building facing degrees
- Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))
- Unit - Create 1 FeralSpiritEffect for Neutral Passive at TempPoint3 facing Default building facing degrees
- Animation - Change (Last created unit)'s size to (30.00%, 30.00%, 30.00%) of its original size
- Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Trained unit)) Equal to Cow
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Then - Actions
- Unit - Order (Triggering unit) to train/upgrade to a Cow
- Unit - Remove (Trained unit) from the game
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- AniCount[(Player number of (Owner of (Triggering unit)))] Less than AnimalsMaximum
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Then - Actions
- Unit - Create 1 Cow for Neutral Victim at TempPoint2 facing Default building facing degrees
- Unit Group - Add (Last created unit) to AniCows[TempInteger]
- Set AniCount[(Player number of (Owner of (Triggering unit)))] = (AniCount[(Player number of (Owner of (Triggering unit)))] + 1)
- Unit - Move (Last created unit) instantly to TempPoint2
- Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))
- Unit - Order (Last created unit) to Move To TempPoint
-
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
- AniCount[(Player number of (Owner of (Triggering unit)))] Greater than or equal to AnimalsMaximum
-
Then - Actions
- Set TempUnit = (Random unit from AniCows[(Player number of (Owner of (Triggering unit)))])
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- TempUnit Not equal to No unit
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Then - Actions
- Set TempPoint3 = (Position of TempUnit)
- Unit Group - Remove TempUnit from AniCows[(Player number of (Owner of (Triggering unit)))]
- Unit - Remove TempUnit from the game
- Unit - Create 1 Brown Cow ( Level 2 ) for Neutral Victim at TempPoint3 facing Default building facing degrees
- Unit - Set the custom value of (Last created unit) to (Player number of (Owner of (Triggering unit)))
- Unit - Create 1 FeralSpiritEffect for Neutral Passive at TempPoint3 facing Default building facing degrees
- Animation - Change (Last created unit)'s size to (30.00%, 30.00%, 30.00%) of its original size
- Unit - Add a 1.50 second Generic expiration timer to (Last created unit)
- Else - Actions
-
If - Conditions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- 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)
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Unit - Add Ghost (Visible) to (Last created unit)
- Custom script: call RemoveLocation(udg_TempPoint)
- Custom script: call RemoveLocation(udg_TempPoint1)
- Custom script: call RemoveLocation(udg_TempPoint2)
-
Else - Actions
- Set TempPlayer = (Owner of (Trained unit))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Trained unit)) Equal to Random Mercenary
-
Then - Actions
- Unit - Remove (Trained unit) from the game
- Unit - Order (Triggering unit) to train/upgrade to a Random Mercenary
- Set TempPoint2 = (Random point in revRect[(Random integer number between 1 and 30)])
- -------- toto ma ostat ake je (jednotky) --------
- Set TempInteger = (Random integer number between 1 and 14)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Player 10 (Light Blue) Food used) Less than 50
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Then - Actions
- Unit - Create 1 mercType[TempInteger] for Player 10 (Light Blue) at TempPoint2 facing Default building facing degrees
- Unit - Change color of (Last created unit) to (Color of TempPlayer)
- AI - Ignore (Last created unit)'s guard position
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- TempInteger Equal to 7
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Then - Actions
- Unit Group - Add (Last created unit) to Trappers
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Number of units in MercAttackGroup) Greater than 0
- Then - Actions
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Else - Actions
- Set TempInt = (Random integer number between 1 and 18)
- Set TempPoint1 = (Random point in wayRect[TempInt])
- Unit - Set level of RegionWanderer (Neutral Hostile) for (Last created unit) to TempInt
- Unit - Order (Last created unit) to Attack-Move To TempPoint1
- Unit - Create 1 TeleportEffect for Neutral Passive at TempPoint2 facing Default building facing degrees
- Unit - Add a 6.00 second Generic expiration timer to (Last created unit)
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If - Conditions
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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
- (Neutral Hostile Food used) Less than 60
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Number of units in MercAttackGroup) Greater than 0
- Then - Actions
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Else - Actions
- Set TempInt = (Random integer number between 1 and 18)
- Set TempPoint1 = (Random point in wayRect[TempInt])
- Unit - Add RegionWanderer (Neutral Hostile) to (Triggering unit)
- Unit - Order (Last created unit) to Attack-Move To TempPoint1
- Unit - Create 1 TeleportEffect for Neutral Passive at TempPoint2 facing Default building facing degrees
- Unit - Add a 3.00 second Generic expiration timer to (Last created unit)
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
-
If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- Custom script: call RemoveLocation (udg_TempPoint1)
- Custom script: call RemoveLocation (udg_TempPoint2)
-
Else - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Unit-type of (Trained unit)) Equal to Peon
-
Then - Actions
- Set TempPoint = (Rally-Point of (Triggering unit) as a point)
- Set TempPoint1 = (Position of (Triggering unit))
- Set TempPoint2 = (TempPoint1 offset by 64.00 towards (Angle from TempPoint1 to TempPoint) degrees)
- Unit - Remove (Trained unit) from the game
- Unit - Create 1 Peon for (Owner of (Triggering unit)) at TempPoint2 facing Default building facing degrees
- Custom script: call RemoveLocation(udg_TempPoint)
- Custom script: call RemoveLocation(udg_TempPoint1)
- Custom script: call RemoveLocation(udg_TempPoint2)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
If - Conditions
- Game - Display to (All players) the text: (String(AniCount[(Player number of (Owner of (Triggering unit)))]))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events