help with my trigger

ghostknife

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Breed Turtle
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((Unit-type of (Matching unit)) Equal to Turtle)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mana of (Picked unit)) Equal to (Max mana of (Picked unit))
Then - Actions
Unit - Create 1 Turtle Hatchling for Player 12 (Brown) at (Point(2215.00, 3469.00)) facing (Random angle) degrees
Wait 2.00 seconds
Unit - Set mana of (Picked unit) to 0.00%
Else - Actions
Do nothing
and it doesnt create the turtle
and if you have any ideas for creating the turtle hatchling nearby the old turtle tell me please
 

laxperson808

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9
Instead of at point (cooradiantes) have it be Postion of unit (picked unit)
and does it set the turtles mana to 0 when its mana is max?
 

laxperson808

New Member
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9
(and btw ur trigger is gona leak like hell after a while.. )
Set temp_group = units owned by player brown mathing conditoion
pick every unit in temp_group



(at the very end)
Custom Script call DestroyGroup (udg_temp_group)
 

ghostknife

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like this?

Breed Turtle
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Set Tempgroup = (Units owned by Player 12 (Brown) matching ((Mana of (Matching unit)) Equal to (Max mana of (Matching unit))))
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((Unit-type of (Matching unit)) Equal to Turtle)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mana of (Picked unit)) Equal to (Max mana of (Picked unit))
Then - Actions
Unit - Create 1 Turtle Hatchling for Player 12 (Brown) at (Position of (Picked unit)) facing (Random angle) degrees
Wait 1.00 seconds
Unit - Set mana of (Summoned unit) to 0.00
Unit - Set mana of (Picked unit) to 0.00
Else - Actions
Do nothing
Custom script: Script call DestroyGroup (udg_Tempgroup)
 

ghostknife

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Breed Turtle
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
Set Tempgroup2 = (Units owned by Player 12 (Brown) matching ((Mana of (Matching unit)) Equal to (Max mana of (Matching unit))))
Unit Group - Pick every unit in (Units owned by Player 12 (Brown) matching ((Unit-type of (Matching unit)) Equal to Turtle)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Mana of (Picked unit)) Equal to (Max mana of (Picked unit))
Then - Actions
Unit - Create 1 Turtle Hatchling for Player 12 (Brown) at (Position of (Picked unit)) facing (Random angle) degrees
Wait 1.00 seconds
Unit - Set mana of (Summoned unit) to 0.00
Unit - Set mana of (Picked unit) to 0.00
Else - Actions
Do nothing
Custom script: call DestroyGroup (udg_Tempgroup2)
thx for leaking tip but mana doesnt set to 0 why doesnt it do that?
 

laxperson808

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9
so it now creates the turtle? .. for the turle its last created unit and it shoud be fine.. id have 2 check sumtin first
 

ghostknife

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0
revival
Events
Unit - A unit Dies
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Wait 90.00 seconds
Unit - Create 1 (Unit-type of (Dying unit)) for Player 12 (Brown) at (Position of (Dying unit)) facing (Random angle) degrees
wel if you have improvment let me hear :p
 

laxperson808

New Member
Reaction score
9
Ok so two options
#1 reving where they die (leakless)
Trigger:
  • C H Repawn Int
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Player Group - Add Player 9 (Gray) to Creep_Respawn_player_group
      • Player Group - Add Player 10 (Light Blue) to Creep_Respawn_player_group
      • Player Group - Pick every player in Creep_Respawn_player_group and do (Actions)
        • Loop - Actions
          • Unit Group - Pick every unit in (Units owned by (Picked player)) and do (Actions)
            • Loop - Actions
              • Set Creep_respawn_Number_int = (Creep_respawn_Number_int + 1)
              • Unit - Set the custom value of (Picked unit) to Creep_respawn_Number_int
              • Set CreepRespawnPoint[(Custom value of (Picked unit))] = (Position of (Picked unit))


Trigger:
  • C H Respawn Creep Basic
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Owner of (Dying unit)) Equal to Player 12 (Brown)
          • (Owner of (Dying unit)) Equal to Player 10 (Light Blue)
          • (Owner of (Dying unit)) Equal to Player 9 (Gray)
      • ((Dying unit) is Summoned) Equal to False
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • Set CreepRespawnPoint[(Custom value of (Dying unit))] = (Position of (Dying unit))
        • Set Creep_respawn_Unit_Type[(Custom value of (Dying unit))] = (Unit-type of (Dying unit))
        • Wait 80.00 seconds
        • Unit - Create 1 Creep_respawn_Unit_Type[(Custom value of (Dying unit))] for (Owner of (Dying unit)) at CreepRespawnPoint[(Custom value of (Dying unit))] facing Default building facing degrees
        • Unit - Set the custom value of (Last created unit) to (Custom value of (Dying unit))
        • Custom script: call RemoveLocation(udg_CreepRespawnPoint[GetUnitUserData(GetDyingUnit())])


the above respawns where they die
NUmber two respawns where they started
Trigger:
  • C H Respawn Creep advan
    • Events
      • Unit - A unit Dies
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Owner of (Dying unit)) Equal to Player 12 (Brown)
          • (Owner of (Dying unit)) Equal to Player 10 (Light Blue)
          • (Owner of (Dying unit)) Equal to Player 9 (Gray)
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • Wait 80.00 seconds
        • Unit - Create 1 (Unit-type of (Dying unit)) for (Owner of (Dying unit)) at CreepRespawnPoint[(Custom value of (Dying unit))] facing Default building facing degrees
        • Unit - Set the custom value of (Last created unit) to (Custom value of (Dying unit))

note if you use number deleted the creep respawn point as its only for #2
 

ghostknife

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0
thanks but i alrdy using this 1 now

Creep rivival system
Events
Map initialization
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Actions)
Loop - Actions
Set integer = (integer + 1)
Unit - Set the custom value of (Picked unit) to integer
Custom script: set udg_CreepX[udg_integer] = GetUnitX(GetEnumUnit())
Custom script: set udg_CreepY[udg_integer] = GetUnitY(GetEnumUnit())

revive creeps 1 by 1
Events
Unit - A unit Dies
Conditions
((Owner of (Triggering unit)) Equal to Player 12 (Brown)) and (((Triggering unit) is Summoned) Not equal to True)
Actions
Wait 5.00 seconds
Unit - Create 1 (Unit-type of (Triggering unit)) for Player 12 (Brown) at ((Center of (Entire map)) offset by (CreepX[(Custom value of (Triggering unit))], CreepY[(Custom value of (Triggering unit))])) facing (Random angle) degrees
from tinki
 
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