foodflare
You can change this now in User CP.
- Reaction score
- 32
THere is something really weird about the map. Because whenever you get in game after the host selects something via dialog all other players are disconnected. My triggers are all jumbled up but i can attempt to show u.
I know it may have major leaks but ill fix that later. I just wanna know y it disconnects people.:banghead: PLZ HELP!
Code:
Turning on triggers
Events
Dialog - A dialog button is clicked for Race_Selection1[1]
Dialog - A dialog button is clicked for Race_Selection1[2]
Dialog - A dialog button is clicked for Race_Selection1[3]
Dialog - A dialog button is clicked for Race_Selection1[4]
Dialog - A dialog button is clicked for Race_Selection1[5]
Dialog - A dialog button is clicked for Race_Selection1[6]
Dialog - A dialog button is clicked for Race_Selection1[7]
Dialog - A dialog button is clicked for Race_Selection1[8]
Dialog - A dialog button is clicked for Race_Selection1[9]
Dialog - A dialog button is clicked for Race_Selection1[10]
Dialog - A dialog button is clicked for Race_Selection1[11]
Dialog - A dialog button is clicked for Race_Selection2[1]
Dialog - A dialog button is clicked for Race_Selection2[2]
Dialog - A dialog button is clicked for Race_Selection2[3]
Dialog - A dialog button is clicked for Race_Selection2[4]
Dialog - A dialog button is clicked for Race_Selection2[5]
Dialog - A dialog button is clicked for Race_Selection2[6]
Dialog - A dialog button is clicked for Race_Selection2[7]
Dialog - A dialog button is clicked for Race_Selection2[8]
Dialog - A dialog button is clicked for Race_Selection2[9]
Dialog - A dialog button is clicked for Race_Selection2[10]
Dialog - A dialog button is clicked for Race_Selection2[11]
Dialog - A dialog button is clicked for Race_Selection3[1]
Dialog - A dialog button is clicked for Race_Selection3[2]
Dialog - A dialog button is clicked for Race_Selection3[3]
Dialog - A dialog button is clicked for Race_Selection3[4]
Dialog - A dialog button is clicked for Race_Selection3[5]
Dialog - A dialog button is clicked for Race_Selection3[6]
Dialog - A dialog button is clicked for Race_Selection3[7]
Dialog - A dialog button is clicked for Race_Selection3[8]
Dialog - A dialog button is clicked for Race_Selection3[9]
Dialog - A dialog button is clicked for Race_Selection3[10]
Dialog - A dialog button is clicked for Race_Selection3[11]
Conditions
Actions
For each (Integer A) from 1 to 11, do (Actions)
Loop - Actions
Set TempCreationPoints[(Integer A)] = (Random point in (Playable map area))
Player Group - Pick every player in (All players) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) is an enemy of (Player((Integer A)))) Equal to True
(All units of (Units owned by (Picked player)) are in (Region centered at TempCreationPoints[(Integer A)] with size (3500.00, 3500.00))) Equal to True
Then - Actions
Set TempCreationPoints[(Integer A)] = (Random point in (Playable map area))
Else - Actions
Player Group - Remove all players from Unallied
Trigger - Turn on Allying <gen>
Trigger - Turn on UnAllying <gen>
Trigger - Turn on Checking if allied <gen>
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
Then - Actions
Player - Set name of (Picked player) to (Name of (Picked player))
Player Group - Add (Picked player) to Unallied
Else - Actions
Multiboard - Maximize AllyStatus
Trigger - Turn off (This trigger)
Code:
Checking if allied
Events
Time - Every 0.70 seconds of game time
Conditions
Actions
Player Group - Pick every player in Allied and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
Then - Actions
Multiboard - Set the text for AllyStatus item in column 2, row ((Player number of (Picked player)) + 1) to (Name of (Picked player))
Else - Actions
Player Group - Pick every player in Unallied and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
Then - Actions
Multiboard - Set the text for AllyStatus item in column 1, row ((Player number of (Picked player)) + 1) to (Name of (Picked player))
Else - Actions
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
Or - Any (Conditions) are true
Conditions
((Picked player) is an ally of Player 1 (Red)) Equal to True
((Picked player) is an ally of Player 2 (Blue)) Equal to True
((Picked player) is an ally of Player 3 (Teal)) Equal to True
((Picked player) is an ally of Player 4 (Purple)) Equal to True
((Picked player) is an ally of Player 5 (Yellow)) Equal to True
((Picked player) is an ally of Player 6 (Orange)) Equal to True
((Picked player) is an ally of Player 7 (Green)) Equal to True
((Picked player) is an ally of Player 8 (Pink)) Equal to True
((Picked player) is an ally of Player 9 (Gray)) Equal to True
((Picked player) is an ally of Player 10 (Light Blue)) Equal to True
((Picked player) is an ally of Player 11 (Dark Green)) Equal to True
Then - Actions
Player Group - Remove (Picked player) from Unallied
Player Group - Add (Picked player) to Allied
Else - Actions
Player Group - Remove (Picked player) from Allied
Player Group - Add (Picked player) to Unallied
Code:
MultiBoard
Events
Dialog - A dialog button is clicked for Race_Selection1[1]
Dialog - A dialog button is clicked for Race_Selection1[2]
Dialog - A dialog button is clicked for Race_Selection1[3]
Dialog - A dialog button is clicked for Race_Selection1[4]
Dialog - A dialog button is clicked for Race_Selection1[5]
Dialog - A dialog button is clicked for Race_Selection1[6]
Dialog - A dialog button is clicked for Race_Selection1[7]
Dialog - A dialog button is clicked for Race_Selection1[8]
Dialog - A dialog button is clicked for Race_Selection1[9]
Dialog - A dialog button is clicked for Race_Selection1[10]
Dialog - A dialog button is clicked for Race_Selection1[11]
Dialog - A dialog button is clicked for Race_Selection2[1]
Dialog - A dialog button is clicked for Race_Selection2[2]
Dialog - A dialog button is clicked for Race_Selection2[3]
Dialog - A dialog button is clicked for Race_Selection2[4]
Dialog - A dialog button is clicked for Race_Selection2[5]
Dialog - A dialog button is clicked for Race_Selection2[6]
Dialog - A dialog button is clicked for Race_Selection2[7]
Dialog - A dialog button is clicked for Race_Selection2[8]
Dialog - A dialog button is clicked for Race_Selection2[9]
Dialog - A dialog button is clicked for Race_Selection2[10]
Dialog - A dialog button is clicked for Race_Selection2[11]
Dialog - A dialog button is clicked for Race_Selection3[1]
Dialog - A dialog button is clicked for Race_Selection3[2]
Dialog - A dialog button is clicked for Race_Selection3[3]
Dialog - A dialog button is clicked for Race_Selection3[4]
Dialog - A dialog button is clicked for Race_Selection3[5]
Dialog - A dialog button is clicked for Race_Selection3[6]
Dialog - A dialog button is clicked for Race_Selection3[7]
Dialog - A dialog button is clicked for Race_Selection3[8]
Dialog - A dialog button is clicked for Race_Selection3[9]
Dialog - A dialog button is clicked for Race_Selection3[10]
Dialog - A dialog button is clicked for Race_Selection3[11]
Conditions
Actions
Multiboard - Create a multiboard with 2 columns and (1 + (Number of players in (All players controlled by a User player))) rows, titled Ally Status:
Set AllyStatus = (Last created multiboard)
Multiboard - Clear AllyStatus
Multiboard - Hide AllyStatus
Wait 2.00 seconds
Multiboard - Show AllyStatus
Player Group - Pick every player in haschosen and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
Then - Actions
Multiboard - Show AllyStatus
Multiboard - Change the title of AllyStatus to Ally Status:
Multiboard - Set the text for AllyStatus item in column 1, row 1 to Unallied:
Multiboard - Set the text for AllyStatus item in column 2, row 1 to Allied:
Multiboard - Set the color for AllyStatus item in column 1, row 1 to (0.00%, 100.00%, 0.00%) with 0.00% transparency
Multiboard - Set the width for AllyStatus item in column 1, row 1 to 20.00% of the total screen width
Multiboard - Set the width for AllyStatus item in column 2, row 1 to 20.00% of the total screen width
Multiboard - Set the display style for AllyStatus item in column 2, row (1 + (Player number of (Picked player))) to Show text and Hide icons
Multiboard - Set the display style for AllyStatus item in column 1, row (1 + (Player number of (Picked player))) to Show text and Hide icons
Multiboard - Set the width for AllyStatus item in column 1, row (1 + (Player number of (Picked player))) to 8.00% of the total screen width
Multiboard - Set the width for AllyStatus item in column 2, row (1 + (Player number of (Picked player))) to 8.00% of the total screen width
Else - Actions
Trigger - Turn off (This trigger)
Code:
Allying
Events
Player - Player 1 (Red) types a chat message containing -ally as A substring
Player - Player 2 (Blue) types a chat message containing -ally as A substring
Player - Player 3 (Teal) types a chat message containing -ally as A substring
Player - Player 4 (Purple) types a chat message containing -ally as A substring
Player - Player 5 (Yellow) types a chat message containing -ally as A substring
Player - Player 6 (Orange) types a chat message containing -ally as A substring
Player - Player 7 (Green) types a chat message containing -ally as A substring
Player - Player 8 (Pink) types a chat message containing -ally as A substring
Player - Player 9 (Gray) types a chat message containing -ally as A substring
Player - Player 10 (Light Blue) types a chat message containing -ally as A substring
Player - Player 11 (Dark Green) types a chat message containing -ally as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Integer((Substring((Entered chat string), 6, 8)))) Equal to 12
Then - Actions
Player - Make (Triggering player) treat (Player((Integer((Substring((Entered chat string), 6, 8)))))) as an Enemy
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Integer((Substring((Entered chat string), 6, 8)))) Equal to (Player number of (Triggering player))
Then - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering player) is an ally of (Player((Integer((Substring((Entered chat string), 6, 8))))))) Equal to True
Then - Actions
Else - Actions
Game - Display to (Player group((Triggering player))) the text: (You have allied + (Name of (Player((Integer((Substring((Entered chat string), 6, 8))))))))
Game - Display to (Player group((Player((Integer((Substring((Entered chat string), 6, 8)))))))) the text: ((Name of (Triggering player)) + ( has allied you + !))
Player - Make (Triggering player) treat (Player((Integer((Substring((Entered chat string), 6, 8)))))) as an Ally with shared vision
Code:
UnAllying
Events
Player - Player 1 (Red) types a chat message containing -unally as A substring
Player - Player 2 (Blue) types a chat message containing -unally as A substring
Player - Player 3 (Teal) types a chat message containing -unally as A substring
Player - Player 4 (Purple) types a chat message containing -unally as A substring
Player - Player 5 (Yellow) types a chat message containing -unally as A substring
Player - Player 6 (Orange) types a chat message containing -unally as A substring
Player - Player 7 (Green) types a chat message containing -unally as A substring
Player - Player 8 (Pink) types a chat message containing -unally as A substring
Player - Player 9 (Gray) types a chat message containing -unally as A substring
Player - Player 10 (Light Blue) types a chat message containing -unally as A substring
Player - Player 11 (Dark Green) types a chat message containing -unally as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Integer((Substring((Entered chat string), 9, 11)))) Equal to (Player number of (Triggering player))
(Integer((Substring((Entered chat string), 9, 11)))) Equal to 12
Then - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Triggering player) is an ally of (Player((Integer((Substring((Entered chat string), 9, 11))))))) Equal to True
Then - Actions
Player - Make (Triggering player) treat (Player((Integer((Substring((Entered chat string), 9, 11)))))) as an Enemy
Game - Display to (Player group((Triggering player))) the text: (You have unallied + (Name of (Player((Integer((Substring((Entered chat string), 9, 11))))))))
Game - Display to (Player group((Player((Integer((Substring((Entered chat string), 9, 11)))))))) the text: ((Name of (Triggering player)) + ( has unallied you + !))
Else - Actions
Code:
Button Pressed
Events
Dialog - A dialog button is clicked for Race_Selection1[1]
Dialog - A dialog button is clicked for Race_Selection1[2]
Dialog - A dialog button is clicked for Race_Selection1[3]
Dialog - A dialog button is clicked for Race_Selection1[4]
Dialog - A dialog button is clicked for Race_Selection1[5]
Dialog - A dialog button is clicked for Race_Selection1[6]
Dialog - A dialog button is clicked for Race_Selection1[7]
Dialog - A dialog button is clicked for Race_Selection1[8]
Dialog - A dialog button is clicked for Race_Selection1[9]
Dialog - A dialog button is clicked for Race_Selection1[10]
Dialog - A dialog button is clicked for Race_Selection1[11]
Dialog - A dialog button is clicked for Race_Selection2[1]
Dialog - A dialog button is clicked for Race_Selection2[2]
Dialog - A dialog button is clicked for Race_Selection2[3]
Dialog - A dialog button is clicked for Race_Selection2[4]
Dialog - A dialog button is clicked for Race_Selection2[5]
Dialog - A dialog button is clicked for Race_Selection2[6]
Dialog - A dialog button is clicked for Race_Selection2[7]
Dialog - A dialog button is clicked for Race_Selection2[8]
Dialog - A dialog button is clicked for Race_Selection2[9]
Dialog - A dialog button is clicked for Race_Selection2[10]
Dialog - A dialog button is clicked for Race_Selection2[11]
Dialog - A dialog button is clicked for Race_Selection3[1]
Dialog - A dialog button is clicked for Race_Selection3[2]
Dialog - A dialog button is clicked for Race_Selection3[3]
Dialog - A dialog button is clicked for Race_Selection3[4]
Dialog - A dialog button is clicked for Race_Selection3[5]
Dialog - A dialog button is clicked for Race_Selection3[6]
Dialog - A dialog button is clicked for Race_Selection3[7]
Dialog - A dialog button is clicked for Race_Selection3[8]
Dialog - A dialog button is clicked for Race_Selection3[9]
Dialog - A dialog button is clicked for Race_Selection3[10]
Dialog - A dialog button is clicked for Race_Selection3[11]
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Next[((Player number of (Triggering player)) x 1)]
Dialog[(Player number of (Triggering player))] Equal to 1
Then - Actions
Set Dialog[(Player number of (Triggering player))] = 2
Dialog - Hide Race_Selection1[(Player number of (Triggering player))] for (Triggering player)
Dialog - Hide Race_Selection3[(Player number of (Triggering player))] for (Triggering player)
Dialog - Show Race_Selection2[(Player number of (Triggering player))] for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Next[((Player number of (Triggering player)) + 11)]
Dialog[(Player number of (Triggering player))] Equal to 2
Then - Actions
Set Dialog[(Player number of (Triggering player))] = 3
Dialog - Hide Race_Selection2[(Player number of (Triggering player))] for (Triggering player)
Dialog - Hide Race_Selection1[(Player number of (Triggering player))] for (Triggering player)
Dialog - Show Race_Selection3[(Player number of (Triggering player))] for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Next[((Player number of (Triggering player)) + 22)]
Dialog[(Player number of (Triggering player))] Equal to 3
Then - Actions
Set Dialog[(Player number of (Triggering player))] = 1
Dialog - Hide Race_Selection3[(Player number of (Triggering player))] for (Triggering player)
Dialog - Hide Race_Selection2[(Player number of (Triggering player))] for (Triggering player)
Dialog - Show Race_Selection1[(Player number of (Triggering player))] for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Back[((Player number of (Triggering player)) + 11)]
Dialog[(Player number of (Triggering player))] Equal to 2
Then - Actions
Set Dialog[(Player number of (Triggering player))] = 1
Dialog - Hide Race_Selection2[(Player number of (Triggering player))] for (Triggering player)
Dialog - Hide Race_Selection3[(Player number of (Triggering player))] for (Triggering player)
Dialog - Show Race_Selection1[(Player number of (Triggering player))] for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Back[((Player number of (Triggering player)) x 1)]
Dialog[(Player number of (Triggering player))] Equal to 1
Then - Actions
Set Dialog[(Player number of (Triggering player))] = 3
Dialog - Hide Race_Selection1[(Player number of (Triggering player))] for (Triggering player)
Dialog - Hide Race_Selection2[(Player number of (Triggering player))] for (Triggering player)
Dialog - Show Race_Selection3[(Player number of (Triggering player))] for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Back[((Player number of (Triggering player)) + 22)]
Dialog[(Player number of (Triggering player))] Equal to 3
Then - Actions
Set Dialog[(Player number of (Triggering player))] = 2
Dialog - Change the title of Race_Selection3[(Player number of (Triggering player))] to Future Empires:
Dialog - Hide Race_Selection3[(Player number of (Triggering player))] for (Triggering player)
Dialog - Hide Race_Selection1[(Player number of (Triggering player))] for (Triggering player)
Dialog - Show Race_Selection2[(Player number of (Triggering player))] for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Elf_past[(Player number of (Triggering player))]
Then - Actions
Player Group - Add (Triggering player) to RaceandTime[1]
Unit - Create 1 Elven Past Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
Selection - Clear selection for (Triggering player)
Unit - Create 1 Elven Past Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Selection - Select (Units owned by (Triggering player) of type Elven Past Builder) for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Human_past[(Player number of (Triggering player))]
Then - Actions
Player Group - Add (Triggering player) to RaceandTime[2]
Unit - Create 1 Human Past Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
Selection - Clear selection for (Triggering player)
Unit - Create 1 Human Past Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Selection - Select (Units owned by (Triggering player) of type Human Past Builder) for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Orc_past[(Player number of (Triggering player))]
Then - Actions
Player Group - Add (Triggering player) to RaceandTime[3]
Unit - Create 1 Orc Past Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
Selection - Clear selection for (Triggering player)
Unit - Create 1 Orc Past Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Selection - Select (Units owned by (Triggering player) of type Orc Past Builder) for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Nature_past[(Player number of (Triggering player))]
Then - Actions
Player Group - Add (Triggering player) to RaceandTime[4]
Unit - Create 1 Nature Past Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
Selection - Clear selection for (Triggering player)
Unit - Create 1 Nature Past Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Selection - Select (Units owned by (Triggering player) of type Nature Past Builder) for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Elf_present[(Player number of (Triggering player))]
Then - Actions
Player Group - Add (Triggering player) to RaceandTime[5]
Unit - Create 1 Elven Present Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
Selection - Clear selection for (Triggering player)
Unit - Create 1 Elven Present Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Selection - Select (Units owned by (Triggering player) of type Elven Present Builder) for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Human_present[(Player number of (Triggering player))]
Then - Actions
Player Group - Add (Triggering player) to RaceandTime[6]
Unit - Create 1 Human Present Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
Selection - Clear selection for (Triggering player)
Unit - Create 1 Human Present Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Selection - Select (Units owned by (Triggering player) of type Human Present Builder) for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Human_future[(Player number of (Triggering player))]
Then - Actions
Player Group - Add (Triggering player) to RaceandTime[7]
Unit - Create 1 Human Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
Selection - Clear selection for (Triggering player)
Unit - Create 1 Human Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Selection - Select (Units owned by (Triggering player) of type Human Future Builder) for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Orc_future[(Player number of (Triggering player))]
Then - Actions
Player Group - Add (Triggering player) to RaceandTime[8]
Unit - Create 1 Orc Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
Selection - Clear selection for (Triggering player)
Unit - Create 1 Orc Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Selection - Select (Units owned by (Triggering player) of type Orc Future Builder) for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Zombie_future[(Player number of (Triggering player))]
Then - Actions
Player Group - Add (Triggering player) to RaceandTime[9]
Unit - Create 1 Zombie Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
Selection - Clear selection for (Triggering player)
Unit - Create 1 Zombie Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Selection - Select (Units owned by (Triggering player) of type Zombie Future Builder) for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Mutant_future[(Player number of (Triggering player))]
Then - Actions
Player Group - Add (Triggering player) to RaceandTime[10]
Unit - Create 1 Mutant Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
Selection - Clear selection for (Triggering player)
Unit - Create 1 Mutant Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Selection - Select (Units owned by (Triggering player) of type Mutant Future Builder) for (Triggering player)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Machine_Future[(Player number of (Triggering player))]
Then - Actions
Player Group - Add (Triggering player) to RaceandTime[11]
Unit - Create 1 Machine Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Camera - Pan camera as necessary for (Triggering player) to (Position of (Last created unit)) over 0.10 seconds
Selection - Clear selection for (Triggering player)
Unit - Create 1 Machine Future Builder for (Triggering player) at TempCreationPoints[(Player number of (Triggering player))] facing 270.00 degrees
Selection - Select (Units owned by (Triggering player) of type Machine Future Builder) for (Triggering player)
Else - Actions
Code:
Showing Dialog
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
For each (Integer A) from 1 to 11, do (Actions)
Loop - Actions
Set Dialog[(Integer A)] = 1
Dialog - Clear Race_Selection1[(Integer A)]
Dialog - Change the title of Race_Selection1[(Integer A)] to Past Empires:
Dialog - Create a dialog button for Race_Selection1[(Integer A)] labelled Human
Set Human_past[(Integer A)] = (Last created dialog Button)
Dialog - Create a dialog button for Race_Selection1[(Integer A)] labelled Orc
Set Orc_past[(Integer A)] = (Last created dialog Button)
Dialog - Create a dialog button for Race_Selection1[(Integer A)] labelled Elf
Set Elf_past[(Integer A)] = (Last created dialog Button)
Dialog - Create a dialog button for Race_Selection1[(Integer A)] labelled Nature
Set Nature_past[(Integer A)] = (Last created dialog Button)
Dialog - Create a dialog button for Race_Selection1[(Integer A)] labelled Next
Set Next[(Integer A)] = (Last created dialog Button)
Dialog - Create a dialog button for Race_Selection1[(Integer A)] labelled Back
Set Back[(Integer A)] = (Last created dialog Button)
Dialog - Clear Race_Selection2[(Integer A)]
Dialog - Change the title of Race_Selection2[(Integer A)] to Present Empires:
Dialog - Create a dialog button for Race_Selection2[(Integer A)] labelled Human
Set Human_present[(Integer A)] = (Last created dialog Button)
Dialog - Create a dialog button for Race_Selection2[(Integer A)] labelled Elf
Set Elf_present[(Integer A)] = (Last created dialog Button)
Dialog - Create a dialog button for Race_Selection2[(Integer A)] labelled Next
Set Next[((Integer A) + 11)] = (Last created dialog Button)
Dialog - Create a dialog button for Race_Selection2[(Integer A)] labelled Back
Set Back[((Integer A) + 11)] = (Last created dialog Button)
Dialog - Clear Race_Selection3[(Integer A)]
Dialog - Change the title of Race_Selection3[(Integer A)] to Future Empires:
Dialog - Create a dialog button for Race_Selection3[(Integer A)] labelled Human
Set Human_future[(Integer A)] = (Last created dialog Button)
Dialog - Create a dialog button for Race_Selection3[(Integer A)] labelled Orc
Set Orc_future[(Integer A)] = (Last created dialog Button)
Dialog - Create a dialog button for Race_Selection3[(Integer A)] labelled Zombie
Set Zombie_future[(Integer A)] = (Last created dialog Button)
Dialog - Create a dialog button for Race_Selection3[(Integer A)] labelled Mutant
Set Mutant_future[(Integer A)] = (Last created dialog Button)
Dialog - Create a dialog button for Race_Selection3[(Integer A)] labelled Machine
Set Machine_Future[(Integer A)] = (Last created dialog Button)
Dialog - Create a dialog button for Race_Selection3[(Integer A)] labelled Next
Set Next[((Integer A) + 22)] = (Last created dialog Button)
Dialog - Create a dialog button for Race_Selection3[(Integer A)] labelled Back
Set Back[((Integer A) + 22)] = (Last created dialog Button)
Player Group - Pick every player in (All players controlled by a User player) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) slot status) Equal to Is playing
Then - Actions
Dialog - Show Race_Selection1[(Player number of (Picked player))] for (Picked player)
Else - Actions
Code:
Setting land
Events
Map initialization
Conditions
Actions
Set Terrain[1] = Lordaeron Summer - Dark Grass
Set Terrain[2] = Lordaeron Summer - Rough Dirt
Set Terrain[3] = Barrens - Dark Desert
Set Terrain[4] = Felwood - Vines
Set Terrain[5] = Dalaran - Grass
Set Terrain[6] = Felwood - Dirt
Set Terrain[7] = Cityscape - Grass
Set Terrain[8] = Barrens - Desert
Set Terrain[9] = Felwood - Poison
Set Terrain[10] = Village Fall - Rocks
Set Terrain[11] = Outland - Abyss
Code:
Stopping build
Events
Unit - A unit Begins construction
Conditions
(Unit-type of (Constructing structure)) Not equal to Land Changer
Actions
For each (Integer A) from 1 to 11, do (Actions)
Loop - Actions
Player Group - Pick every player in RaceandTime[(Integer A)] and do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
Loop - Actions
Unit Group - Remove all units of (Units owned by (Picked player)) from (Units in (Playable map area))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Region centered at (Position of (Constructing structure)) with size (2000.00, 2000.00)) contains (Picked unit)) Equal to True
(Unit-type of (Constructing structure)) Equal to Land Changer
Then - Actions
Unit - Kill (Constructing structure)
Unit - Remove (Constructing structure) from the game
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Constructing structure)) Equal to (Picked player)
(Terrain type at (Position of (Constructing structure))) Not equal to Terrain[(Integer A)]
Then - Actions
Unit - Explode (Constructing structure)
Else - Actions
Code:
If built
Events
Unit - A unit Finishes construction
Conditions
Actions
For each (Integer A) from 1 to 11, do (Actions)
Loop - Actions
Player Group - Pick every player in RaceandTime[(Integer A)] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Triggering unit)) Equal to (Picked player)
Then - Actions
Environment - Change terrain type at (Position of (Constructed structure)) to Terrain[(Integer A)] using variation -1 in an area of size 4 and shape Circle
Else - Actions
Code:
Regeneration
Events
Time - Every 0.20 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 11, do (Actions)
Loop - Actions
Player Group - Pick every player in RaceandTime[(Integer A)] and do (Actions)
Loop - Actions
Unit Group - Pick every unit in (Units owned by (Picked player)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Not equal to Land Changer
(Terrain type at (Position of (Picked unit))) Equal to Terrain[(Integer A)]
Then - Actions
Unit - Set life of (Picked unit) to ((Life of (Picked unit)) + 0.75)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain type at (Position of (Picked unit))) Not equal to Terrain[(Integer A)]
((Picked unit) is A structure) Equal to True
(Unit-type of (Picked unit)) Not equal to Land Changer
Then - Actions
Unit - Kill (Picked unit)
Unit - Remove (Picked unit) from the game
Else - Actions
I know it may have major leaks but ill fix that later. I just wanna know y it disconnects people.:banghead: PLZ HELP!