so it´s another example. Indexing rects will help you to reduce strongly the code.
declaring rects array
globals
rect array myrects
endglobals
//setting rect array in some initialization trigger
set myrects[1] = gg_rct_ToCustomTaverns
set myrects[2] = gg_rct_sometavern
set myrects[3] =...
hi.
well regions created via region editor really are rects with 4 coords.
you can use the function RegionAddRect
using your rect "gg_rct_ToCustomTaverns" like this:
globals
trigger t
endglobals
function SetRegionEvent takes rect myrect returns nothing.
local region myregion =...
change Time - Every 1.00 seconds of game time
for Time - Every 1.00 seconds
and define amount of normal time to equal a 1 second game-time. that´s minor
change Unit - Remove massEntangleDummy from the game
for Unit - Add 1 second expiration timer (last created unit)
with remove order your dummy unit cannt start casting.
also remove all memory leaks on your trigger
uhm, this sounds like a tournament. but for 12 players only use 6 arenas.
make two players groups and select fighters with random numbers example:
predefined map regions
//arena 1
arena_1a_region
arena_1b_region
//arena 2
arena_2a_region
arena_2b_region
//etc.. etc...
uhm...
yes
i want to order a peon to gather wood and after that i want get the value of wood gathered by that peon before he give in the lumber mill..
=s it´s possible?