Detect runnig trigger

eatbeaver

New Member
Reaction score
7
How can i detect if a trigger is runnig? Right now i use boolean but its not flexible. Is there an ahoter better way?
 

eatbeaver

New Member
Reaction score
7
Why is the trigger still runnig?

Code:
Keyboard
    Events
        Player - Player 1 (Red) skips a cinematic sequence
    Conditions
    Actions
        Set Runnigtrigger = True
        Cinematic - Turn cinematic mode Off for (All players)
        Wait 2.00 seconds
        Trigger - Turn off Begin <gen>
        Trigger - Clear the trigger queue
        Camera - Apply Game camera <gen> for Player 1 (Red) over 0.00 seconds
        Quest - Create a Required quest titled Nlorins blood with the description Shout the password ..., using icon path ReplaceableTextures\CommandButtons\BTNAmbush.blp
        Quest - Display to (All players) the Quest Update message: |cff995500Notice:Wh...

This trigger is supposed to turn of the cinematic so you can start to play, but the cinematic trigger is still runnig without cinematic mode. Why?
 

PooBucket

New Member
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12
Um... I don't think there's any. To me I reckon Boolean is last hope, the only thing that has a chance of working.
 

Crusher

You can change this now in User CP.
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121
Maybe I am dumb but did you put this at the end of your trigger?
Trigger - Turn off (This trigger)

:p
 

Azylaminaz

Vox Populi
Reaction score
91
The Turn Off does not stop the trigger (it says so in the subscript).

Using JASS to destroy the trigger might work, but I don't remember the function.

It's like..
DestroyTrigger (TRIGGER).

Forgot the udg_ stuff, though (and no, it isn't udg_TRIGGER).
 

Crusher

You can change this now in User CP.
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Then use this: call DestroyTrigger( gg_trg_YourTrigger)
 

Azylaminaz

Vox Populi
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Then I guess the only option would be a brief moment before the trigger actually starts for red to press Esc. o_o
 

Crusher

You can change this now in User CP.
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Then pause it somehow and then try to destroy it.

I don't know that xD
 

Azylaminaz

Vox Populi
Reaction score
91
Hmmm.

How about a map that can be opened? :p

NVM.

Well, what they did was in the actual cinimatic trigger, after every wait, they checked if a boolean has been triggered (by the skip trigger), if so, skip remaining actions.

There are the triggers they used:
Code:
Intro Cinematic Q
    Events
    Conditions
    Actions
        Set InCinematic = True
        -------- Fade Out --------
        Cinematic - Fade out over 0.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        -------- Set Up Scene --------
        Cinematic - Turn cinematic mode On for APG1_Player
        Trigger - Run Intro Setup <gen> (checking conditions)
        Camera - Apply Intro01A <gen> for AP1_Player over 0.00 seconds
        Camera - Apply Intro01B <gen> for AP1_Player over 9.00 seconds
        -------- Fade In --------
        Cinematic - Fade in over 2.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Animation - Play Peon01's Walk Gold animation
        Unit - Order Peon01 to Move To (Center of Peon01B <gen>)
        Animation - Play Peon02's Walk Lumber animation
        Unit - Order Peon02 to Move To (Center of Peon02B <gen>)
        Wait 2.00 seconds
        Sound - Set volume of RollingThunder1 <gen> to 70.00%
        Sound - Play RollingThunder1 <gen>
        Trigger - Turn on Intro Skipped <gen>
        -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
        -------- CINEMATIC BEGINS - Cinematic Can Now Be Skipped --------
        -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
        -------- Scenic shot --------
        Wait 2.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Sound - Set volume of Seagull1 <gen> to 70.00%
        Sound - Play Seagull1 <gen>
        Wait 2.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Wait 2.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Wait 0.50 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        -------- Thrall on the beach --------
        Camera - Apply Intro02A <gen> for AP1_Player over 0.00 seconds
        Camera - Apply Intro02B <gen> for AP1_Player over 6.00 seconds
        Cinematic - Send transmission to (All players) from Thrall named Thrall: Play No sound and display It was lucky we hap....  Modify duration: Set to 6.00 seconds and Don't wait
        Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Wait 6.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Wait 0.50 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Camera - Apply Intro04 <gen> for AP1_Player over 0.00 seconds
        Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Wait 0.25 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Unit - Order Grunt01 to Move To (Center of Grunt01Dest <gen>)
        Cinematic - Send transmission to (All players) from Grunt01 named Grunt: Play No sound and display Warchief, half of t....  Modify duration: Set to 5.50 seconds and Don't wait
        Wait 0.50 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Unit - Make Thrall face Grunt01 over 0.20 seconds
        Wait 4.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Unit - Order Thrall to Move To (Center of ThrallIntro01 <gen>)
        Sound - Set volume of RollingThunder1 <gen> to 70.00%
        Sound - Play RollingThunder1 <gen>
        Wait 1.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Cinematic - Send transmission to (All players) from Thrall named Thrall: Play No sound and display We had better get s....  Modify duration: Set to 5.50 seconds and Don't wait
        Wait 4.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Wait 0.50 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        -------- Base construction --------
        Camera - Apply Intro05A <gen> for AP1_Player over 0.00 seconds
        Trigger - Run Create Peon03 <gen> (checking conditions)
        Trigger - Run Create Peon04 <gen> (checking conditions)
        Unit - Create 1 Great Hall for AP1_Player at (Center of StartingTownHall <gen>) facing Default building facing degrees
        Unit - Create 1 Orc Burrow for AP1_Player at (Center of StartingBurrow02 <gen>) facing Default building facing degrees
        Unit - Order Grunt01 to Move To (Center of Grunt01End <gen>)
        Unit - Order Raider01 to Move To (Center of Grunt03End <gen>)
        Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Wait 0.50 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Sound - Set volume of Seagull1 <gen> to 70.00%
        Sound - Play Seagull1 <gen>
        -------- Shaman sense that something is wrong --------
        Unit - Order Shaman01 to Move To (Center of Shaman01Dest <gen>)
        Wait 0.50 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Unit - Order Shaman02 to Move To (Center of Shaman02Dest <gen>)
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Unit - Order Thrall to Move To (Center of ThrallIntro02 <gen>)
        Unit - Order Shaman01 to Stop
        Unit - Make Shaman01 face Thrall over 0.20 seconds
        Trigger - Turn off WorkingPeon01A <gen>
        Trigger - Turn off WorkingPeon01B <gen>
        Trigger - Turn off WorkingPeon02A <gen>
        Trigger - Turn off WorkingPeon02B <gen>
        Unit - Order Peon01 to Move To (Center of Peon01A <gen>)
        Unit - Order Peon02 to Move To (Center of Peon02A <gen>)
        Cinematic - Send transmission to (All players) from Shaman01 named Shaman: Play No sound and display Warchief, I sense s....  Modify duration: Add 0.00 seconds and Don't wait
        Wait 4.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Camera - Apply Intro05B <gen> for AP1_Player over 4.00 seconds
        Cinematic - Send transmission to (All players) from Thrall named Thrall: Play No sound and display Hmmm....  Modify duration: Add 0.00 seconds and Don't wait
        Wait 1.00 seconds
        Wait 0.50 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        -------- Thrall casts Far Sight and sees the Sentry Wards --------
        Sound - Reset all volume channels to 100%
        Unit - Order Thrall to Orc Far Seer - Far Sight (Position of Thrall)
        Wait 3.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Cinematic - Fade out over 0.25 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Wait 0.25 seconds
        Sound - Setup all volume channels for speech
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Camera - Apply Intro06 <gen> for AP1_Player over 0.00 seconds
        Unit - Create 1 Sentry Ward for P04_IslandTrolls at (Center of SpawnEye04 <gen>) facing 180.00 degrees
        Set Eye04 = (Last created unit)
        Unit - Create 1 Sentry Ward for P04_IslandTrolls at (Center of SpawnEye05 <gen>) facing 180.00 degrees
        Set Eye05 = (Last created unit)
        Unit - Create 1 Sentry Ward for P04_IslandTrolls at (Center of SpawnEye06 <gen>) facing 180.00 degrees
        Set Eye06 = (Last created unit)
        Unit - Create 1 Sentry Ward for P04_IslandTrolls at (Center of SpawnEye07 <gen>) facing 180.00 degrees
        Set Eye07 = (Last created unit)
        -------- Shift Shaman and Thrall --------
        Unit - Move Thrall instantly to (Center of Thrall02 <gen>)
        Unit - Move Shaman01 instantly to (Center of Shaman01A <gen>)
        Unit - Move Shaman02 instantly to (Center of Shaman02A <gen>)
        Cinematic - Fade in over 0.25 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Wait 0.25 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Cinematic - Send transmission to (All players) from Thrall named Thrall: Play No sound and display There's the source ....  Modify duration: Add 0.00 seconds and Don't wait
        Wait 3.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        -------- Enter the Troll --------
        Unit - Create 1 Sen'Jin for Player 4 (Purple) at (Center of WitchDoctorSpawn <gen>) facing 315.00 degrees
        Set WitchDoctor = (Last created unit)
        Unit - Create 1 Troll Headhunter for Player 4 (Purple) at (Center of Headhunter01Spawn <gen>) facing 315.00 degrees
        Set Headhunter01 = (Last created unit)
        Unit - Create 1 Troll Headhunter for Player 4 (Purple) at (Center of Headhunter02Spawn <gen>) facing 315.00 degrees
        Set Headhunter02 = (Last created unit)
        Cinematic - Send transmission to (All players) from WitchDoctor named Sen'Jin: Play No sound and display It is you!.  Modify duration: Add 0.00 seconds and Don't wait
        Wait 1.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Camera - Apply Intro07 <gen> for AP1_Player over 0.00 seconds
        Unit - Unpause WitchDoctor
        Unit - Order WitchDoctor to Move To (Center of WitchDoctor01 <gen>)
        Unit - Order Headhunter01 to Move To (Center of Headhunter01 <gen>)
        Unit - Order Headhunter02 to Move To (Center of Headhunter02 <gen>)
        Cinematic - Send transmission to (All players) from WitchDoctor named Sen'Jin: Play No sound and display I saw your arrival ....  Modify duration: Set to 9.00 seconds and Don't wait
        Wait 7.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Wait 0.50 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        -------- Thrall approaches Sen'Jin --------
        Camera - Apply Intro08 <gen> for AP1_Player over 0.00 seconds
        Unit - Order Thrall to Move To (Center of Thrall03 <gen>)
        Wait 1.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Unit - Order Shaman01 to Move To (Center of Shaman01B <gen>)
        Unit - Order Shaman02 to Move To (Center of Shaman02B <gen>)
        Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Wait 0.50 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Cinematic - Send transmission to (All players) from Thrall named Thrall: Play No sound and display Looks like this tro....  Modify duration: Set to 8.00 seconds and Don't wait
        Wait 8.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        -------- Sen'jin warns Thrall of the Humans --------
        Camera - Apply Intro09A <gen> for AP1_Player over 0.00 seconds
        Camera - Apply Intro09B <gen> for AP1_Player over 15.00 seconds
        Cinematic - Send transmission to (All players) from WitchDoctor named Sen'Jin: Play No sound and display I be Sen'Jin, leade....  Modify duration: Set to 15.00 seconds and Don't wait
        Wait 15.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Cinematic - Send transmission to (All players) from Thrall named Thrall: Play No sound and display Humans?.  Modify duration: Add 0.00 seconds and Don't wait
        Wait 1.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Wait 0.50 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        -------- Human outpost flyby --------
        Camera - Apply Intro10A <gen> for AP1_Player over 0.00 seconds
        Unit - Unpause Peasant 0043 <gen>
        Unit - Unpause Peasant 0034 <gen>
        Unit - Unpause Peasant 0033 <gen>
        Unit - Unpause Footman 0149 <gen>
        Unit - Unpause Rifleman 0152 <gen>
        Unit - Unpause Priest 0145 <gen>
        Unit - Unpause Archmage
        Unit - Order Peasant 0043 <gen> to Harvest Gold Mine 0070 <gen>
        Unit - Order Peasant 0034 <gen> to Harvest Gold Mine 0070 <gen>
        Unit - Order Peasant 0033 <gen> to Harvest Gold Mine 0070 <gen>
        Unit - Order Footman 0149 <gen> to Move To (Center of Flyby01B <gen>)
        Unit - Order Priest 0145 <gen> to Move To (Center of Flyby03B <gen>)
        Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Camera - Apply Intro10B <gen> for AP1_Player over 8.00 seconds
        Wait 0.50 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Cinematic - Send transmission to (All players) from WitchDoctor named Sen'Jin: Play No sound and display Yes! They hound us ....  Modify duration: Set to 9.00 seconds and Don't wait
        Wait 3.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Unit - Order Rifleman 0152 <gen> to Move To (Center of Flyby02B <gen>)
        Wait 2.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Animation - Play Archmage's stand victory animation
        Wait 3.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Animation - Reset Archmage's animation
        Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Wait 0.50 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        -------- Back to the beach --------
        Camera - Apply Intro11A <gen> for AP1_Player over 0.00 seconds
        Unit - Move Thrall instantly to (Center of Gameplay Thrall Start <gen>)
        Unit - Make Thrall face Raider01 over 0.00 seconds
        Unit - Move Shaman01 instantly to (Center of Shaman01C <gen>)
        Unit - Make Shaman01 face Thrall over 0.00 seconds
        Unit - Move Shaman02 instantly to (Center of Shaman02C <gen>)
        Unit - Make Shaman02 face Thrall over 0.00 seconds
        Unit - Make Grunt01 face Thrall over 0.00 seconds
        Unit - Make Raider01 face Thrall over 0.00 seconds
        Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Camera - Apply Intro11B <gen> for AP1_Player over 9.00 seconds
        Wait 0.50 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Cinematic - Send transmission to (All players) from Thrall named Thrall: Play No sound and display Well, I'd rather fi....  Modify duration: Set to 9.50 seconds and Don't wait
        Wait 6.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Unit - Order Shaman01 to Move To (Center of Gameplay Shaman01 Start <gen>)
        Unit - Order Shaman02 to Move To (Center of Gameplay Shaman02 Start <gen>)
        Unit - Order Grunt01 to Move To (Center of Gameplay Grunt01 Start <gen>)
        Unit - Order Raider01 to Move To (Center of Gameplay Grunt03 Start <gen>)
        Wait 3.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Camera - Apply Intro09A <gen> for AP1_Player over 0.00 seconds
        Camera - Apply Intro09B <gen> for AP1_Player over 6.00 seconds
        Unit - Make WitchDoctor face 280.00 over 0.00 seconds
        Wait 0.50 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        -------- Exit the Troll --------
        Cinematic - Send transmission to (All players) from WitchDoctor named Sen'Jin: Play No sound and display Good luck, my frien....  Modify duration: Set to 7.00 seconds and Don't wait
        Wait 4.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Unit - Order WitchDoctor to Move To (Center of WitchDoctorEnd01 <gen>)
        Wait 1.00 seconds
        If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)
        Unit - Order Headhunter01 to Move To (Center of Headhunter01End <gen>)
        Unit - Order Headhunter02 to Move To (Center of Headhunter02End <gen>)
        -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
        -------- CINEMATIC ENDS - Cinematic Can No Longer Be Skipped --------
        -------- xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx --------
        Trigger - Turn off Intro Skipped <gen>
        -------- Fade Out --------
        Cinematic - Fade out over 1.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Wait 1.00 seconds
        -------- Cleanup --------
        Trigger - Run Intro Cleanup <gen> (checking conditions)
        -------- Start AI, Let AI Settle Down --------
        Trigger - Run Start AI <gen> (checking conditions)
        Wait 1.00 seconds
        Cinematic - Turn cinematic mode Off for APG1_Player
        -------- Fade In --------
        Cinematic - Fade in over 1.00 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Wait 1.00 seconds
        -------- Start Game --------
        Trigger - Run Gameplay <gen> (checking conditions)
        Set InCinematic = False
        Trigger - Remove (This trigger) from the trigger queue
Code:
Intro Skipped
    Events
        Player - Player 1 (Red) skips a cinematic sequence
    Conditions
    Actions
        Trigger - Turn off (This trigger)
        Set IntroSkipped = True
        -------- Fade Out --------
        Cinematic - Fade out over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Wait 0.50 seconds
        -------- Cleanup --------
        Trigger - Run Intro Cleanup <gen> (checking conditions)
        -------- Start AI, Let AI Settle Down --------
        Trigger - Run Start AI <gen> (checking conditions)
        Wait 1.00 seconds
        Cinematic - Turn cinematic mode Off for APG1_Player
        -------- Fade In --------
        Cinematic - Fade in over 0.50 seconds using texture White Mask and color (0.00%, 0.00%, 0.00%) with 0.00% transparency
        Wait 0.50 seconds
        -------- Start Game --------
        Trigger - Run Gameplay <gen> (checking conditions)
        Set InCinematic = False
        Trigger - Remove Intro Cinematic Q <gen> from the trigger queue
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,494
> but the cinematic trigger is still runnig without cinematic mode

Why wouldn't it?
And, actually, destroying a trigger that is currently running may not be the best of ideas...


Anyway,

Event:
- Player 1 skips a cinematic
Conditions:
Actions:
- Set Done = true


And put a couple:
If Done equal to true then
- Skip remaining actions
in your cinematic trigger.

And be sure to restore full control once done.
 

eatbeaver

New Member
Reaction score
7
I don't think you can pause triggers...

EDIT: AceHeart i already tried that but puting billions of If/Then/Else felt messy.
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,494
Well, messy or not, that's what Blizzard themselves are doing too... :p

See that bunch of "If (IntroSkipped Equal to True) then do (Skip remaining actions) else do (Do nothing)"?
 
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