chukky-jr
Member
- Reaction score
- 15
okay just a quick question, does these trigger leaks? (might ask a few more)
Trigger:
- RedAICampfire
- Events
- Unit - A unit Is issued an order with no target
- Conditions
- (Player 1 (Red) controller) Equal to Computer
- (Player 1 (Red) Current lumber) Greater than or equal to 5
- (Number of living Tent units owned by Player 1 (Red)) Equal to 1
- (Number of living Campfire units owned by Player 1 (Red)) Equal to 0
- (Number of living BonFire units owned by Player 1 (Red)) Equal to 0
- (Current order of Survivor 0003 <gen>) Equal to (Order(harvest))
- Actions
- Floating Text - Create floating text that reads |cffF00202Survivor|... above Survivor 0003 <gen> with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
- Set Text = (Last created floating text)
- Floating Text - Change Text: Disable permanence
- Floating Text - Set the velocity of Text to 30.00 towards 90.00 degrees
- Floating Text - Change the fading age of Text to 1.50 seconds
- Floating Text - Change the lifespan of Text to 3.00 seconds
- Custom script: set udg_Text=null
- Set RedBaseBuilding = (RedBase offset by (Random real number between 200.00 and 300.00) towards (Random angle) degrees)
- Unit - Order Survivor 0018 <gen> to build a Campfire at RedBaseBuilding
- Custom script: call RemoveLocation(udg_RedBaseBuilding)
- Events
Trigger:
- RedAITurretUpgrade
- Events
- Player - Player 1 (Red)'s Current lumber becomes Greater than or equal to 15.00
- Player - Player 1 (Red)'s Current gold becomes Greater than or equal to 15.00
- Conditions
- (Player 1 (Red) controller) Equal to Computer
- (Number of living Turret Base units owned by Player 1 (Red)) Greater than or equal to 1
- Actions
- Set AIUnitGroup = (Units owned by Player 1 (Red) of type Turret Base)
- Unit Group - Pick every unit in AIUnitGroup and do (Unit - Order (Picked unit) to train/upgrade to a Gun Tower)
- Custom script: call DestroyGroup(udg_AIUnitGroup)
- Custom script: set udg_AIUnitGroup=null
- Events
Trigger:
- Machine Gun B Unit
- Events
- Unit - A unit Is attacked
- Conditions
- Or - Any (Conditions) are true
- Conditions
- (Unit-type of (Attacking unit)) Equal to Sentry Gun
- (Unit-type of (Attacking unit)) Equal to Sentry Gun II
- Conditions
- Or - Any (Conditions) are true
- Actions
- Special Effect - Create a special effect attached to the origin of (Attacked unit) using Abilities\Weapons\GyroCopter\GyroCopterImpact.mdl
- Wait 2.00 seconds
- Special Effect - Destroy (Last created special effect)
- Sound - Attach GyrocopterYesAttack2 <gen> to (Attacking unit)
- Sound - Set position of GyrocopterYesAttack2 <gen> to (Position of (Attacked unit)) with Z offset 0.00
- Sound - Play GyrocopterYesAttack2 <gen>
- Events