TechGeek001
New Member
- Reaction score
- 3
I've got two triggers that I use to control the researching and spawning of units in a Footmen vs Grunts type map.
I'm trying to decide how to consolidate them into one, and haven't come up with anything effective.
Any suggestions?
:nuts:
I'm trying to decide how to consolidate them into one, and haven't come up with anything effective.
Any suggestions?
Code:
Research Sergeant
Events
Unit - A unit Finishes research
Conditions
(Researched tech-type) Equal to Recruit Sergeant
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Current research level of (Researched tech-type) for (Triggering player)) Equal to 1
Then - Actions
Player Group - Pick every player in (Player group((Triggering player))) and do (Actions)
Loop - Actions
Trigger - Run Summon Sergeant <gen> (checking conditions)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
(Current research level of Recruit Sergeant for (Triggering player)) Equal to 1
(Current research level of Recruit Rifleman for (Triggering player)) Equal to 1
(Current research level of Recruit Healer for (Triggering player)) Equal to 1
(Current research level of Recruit Priestess for (Triggering player)) Equal to 1
(Current research level of Recruit Knight for (Triggering player)) Equal to 1
(Current research level of Recruit Dwarven Scout for (Triggering player)) Equal to 1
(Current research level of Recruit Cannon Team for (Triggering player)) Equal to 1
(Current research level of Recruit Battle Mage for (Triggering player)) Equal to 1
(Current research level of Recruit Traitor Scout for (Triggering player)) Equal to 1
(Current research level of Recruit Roflcopter for (Triggering player)) Equal to 1
(Current research level of Recruit Tank for (Triggering player)) Equal to 1
Then - Actions
Player - Set the current research level of Recruit All Units to 1 for (Triggering player)
Else - Actions
Do nothing
Else - Actions
Leaderboard - Change the label for Player 2 (Blue) in UnitTimer[(Player number of (Triggering player))] to Master Sergeant
Code:
Summon Sergeant
Events
Conditions
Actions
Countdown Timer - Start Timer_Human_0_Sergeant[(Player number of (Triggering player))] as a Repeating timer that will expire in 27.00 seconds
Wait 27.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
And - All (Conditions) are true
Conditions
((Picked player) is in Temp_UnitCountExcess) Equal to False
((Picked player) is in Left_Misconduct) Equal to False
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Current research level of Recruit Sergeant for (Triggering player)) Not equal to 3
Then - Actions
Unit - Create 1 Sergeant for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Else - Actions
Unit - Create 1 Master Sergeant for (Triggering player) at ((Picked player) start location) facing Default building facing degrees
Special Effect - Create a special effect attached to the origin of (Last created unit) using Abilities\Spells\Human\HolyBolt\HolyBoltSpecialArt.mdl
Else - Actions
Do nothing
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) is in Left_Misconduct) Equal to False
Then - Actions
Trigger - Run (This trigger) (ignoring conditions)
Else - Actions
Do nothing