@ dudeim: You don't need to set i=Integer A;
Actions
For each (Integer A) from 1 to 30, do (Actions)
Loop - Actions
EGUI Leak - Remove Point[(Integer A)]
And here's the random one:
Actions
For each (IntegerA) from 1 to (Number of units in (Units owned by Player 1 (Red))), do (Actions)
Loop - Actions
Set TempLoc = (Random point in (Playable map area))
Unit - Move (Picked unit)...
Events
Time - BattleTimer Expires
Conditions
Actions
Countdown Timer - Destroy TimerWindow
Unit Group - Pick every unit in (Units owned by Player 1(Red)) and do (Unit - Move (Picked Unit) instantly to (YourRegion))
That's not pretty much it actually.
You are the human right ? Player1
Player 2 is vampire.
You die. Player 1 needs to treat Player 1 as enemy and player 2 as allied.
This is quite tricky.
Think you've been searching for Integer values. Correct ?
Unit HP is a Real value.
Try this trigger on a new map. Just randomly place units with different HP's on the map (including buildings).
Events
Player - Player 1 (Red) Selects a unit
Conditions
Actions
Game - Display to...
Here's your working trigger (tested):
Events
Unit - A unit Begins casting an ability. (not "starts the effect of")
Conditions
(Ability being cast) Equal to YourAbility
Actions
Set TempLoc46 = (Target point of ability being cast)
Animation - Play (Triggering...
No glitches at all when manipulating items; so i guess it's just you...
Btw... the icons were a bit blurry.
( Try setting your ingame color mode to 32b. Your screenshots look 16b-ish )
Don't use the raise tool unless you want to create islands.
> When you start a new map you need to set the cliff level to at least 3.
> Make sure that Advanced -> Enforce Water Height Limit is unchecked.
> Now set your Apply cliff to "Deep Water".
> Draw a river.
> Set the cliff to "Increase...
Oh, you're right.
Didn't tought about the bounty lol.
Well if you have a gatherer, then you could use 2 regions on the main building, so it's doable if you want to detect gathers only.