AoW_Hun7312
I'm a magic man, I've got magic hands.
- Reaction score
- 76
The Current Features:
A 'tip system'
A difficulty modifier (Insane, Hard, and Normal)
Chances
New Demon Hunter Skin
Levels Done:
1 level out of __
Beta Tester/Hoster List:
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
UPDATE: Tips system set up (partially)
UPDATE: Working difficulty modifer!
UPDATE: First level almost done!
UPDATE: Beta will be released after the first level is done!
UPDATE: Patrols Fixed
UPDATE: Triggers Posted
I my self cannot host, so I need as many hosters as possible.
Here is the Beta of the first level!
A 'tip system'
A difficulty modifier (Insane, Hard, and Normal)
Chances
New Demon Hunter Skin
Levels Done:
1 level out of __
Beta Tester/Hoster List:
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
UPDATE: Tips system set up (partially)
UPDATE: Working difficulty modifer!
UPDATE: First level almost done!
UPDATE: Beta will be released after the first level is done!
UPDATE: Patrols Fixed
UPDATE: Triggers Posted
I my self cannot host, so I need as many hosters as possible.
Map Description.
The Demon Hunters emerge from the waters of the sea. 3 Demon Hunters waiting for them above the surface join their party, rushing to report to the Night Elves as soon as possible. They take refuge in a furblog encampment .They then head out the next day.
But the naga commenced the attack sooner then planned . . .
But the naga commenced the attack sooner then planned . . .
Difficulty Triggers.
Code:
Set difficulty Set variables
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Cinematic - Turn cinematic mode On for (All players)
Cinematic - Turn cinematic mode Off for Player Group - Player 1 (Red)
Game - Display to (All players) the text: ((|cff32cd32Please wait as the game loads and the host, |r + <Empty String>) + ((Name of Player 1 (Red)) + |cff32cd32 picks the mode|r))
Code:
Dialog
Events
Time - Elapsed game time is 0.01 seconds
Conditions
Actions
Dialog - Change the title of Difficulty to Difficulty Level
Dialog - Create a dialog button for Difficulty labelled Normal
Set Normal = (Last created dialog Button)
Dialog - Create a dialog button for Difficulty labelled Hard
Set Hard = (Last created dialog Button)
Dialog - Show Difficulty for Player 1 (Red)
Code:
Dialog Clicked
Events
Dialog - A dialog button is clicked for Difficulty
Conditions
Actions
Dialog - Hide Difficulty for Player 1 (Red)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Normal
Then - Actions
Game - Display to (All players) the text: (((Name of Player 1 (Red)) + has selected |cff32cd32Normal|r ) + , scared?)
Player Group - Pick every player in (All players) and do (Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area))
Cinematic - Turn cinematic mode Off for (All players)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Clicked dialog button) Equal to Hard
Then - Actions
Game - Display to (All players) the text: (((Name of Player 1 (Red)) + has chosen |cffff0000Hard|r, ) + Be very afraid...)
Player Group - Pick every player in (All players) and do (Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area))
Cinematic - Turn cinematic mode Off for (All players)
Wait 0.01 seconds
Unit - Create 1 Chicken for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
Unit - Add Hard to (Last created unit)
Unit Group - Pick every unit in (Units in (Playable map area) owned by Player 12 (Brown)) and do (Actions)
Loop - Actions
Unit - Make (Picked unit) Invulnerable
Else - Actions
Do nothing
Demon Hunter Spawn Trigger
Code:
Spawn
Events
Dialog - A dialog button is clicked for Difficulty
Conditions
Actions
Set SpawnPoint = (Center of Demon Hunter Spawn <gen>)
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 1 (Red) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 2 (Blue) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 3 (Teal) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 4 (Purple) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 5 (Yellow) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 6 (Orange) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 7 (Green) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 8 (Pink) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 9 (Gray) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
If ((Player 10 (Light Blue) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 10 (Light Blue) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
If ((Player 11 (Dark Green) slot status) Equal to Is playing) then do (Unit - Create 1 Demon Hunter for Player 11 (Dark Green) at SpawnPoint facing Default building facing degrees) else do (Do nothing)
Sliding Trigger
Code:
Sliding
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in DemonHunters and do (Actions)
Loop - Actions
Set Temp_Point1 = (Position of (Picked unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain type at Temp_Point1) Equal to Sunken Ruins - Large Bricks
Then - Actions
Set Temp_Point2 = (Temp_Point1 offset by 13.00 towards (Facing of (Picked unit)) degrees)
Unit - Move (Picked unit) instantly to Temp_Point2
Custom script: call RemoveLocation(udg_Temp_Point2)
Else - Actions
Do nothing
Custom script: call RemoveLocation(udg_Temp_Point1)
Player Leaves Trigger
Code:
Leaves The Game
Events
Player - Player 1 (Red) leaves the game
Player - Player 2 (Blue) leaves the game
Player - Player 3 (Teal) leaves the game
Player - Player 4 (Purple) leaves the game
Player - Player 5 (Yellow) leaves the game
Player - Player 6 (Orange) leaves the game
Player - Player 7 (Green) leaves the game
Player - Player 8 (Pink) leaves the game
Player - Player 9 (Gray) leaves the game
Player - Player 10 (Light Blue) leaves the game
Player - Player 11 (Dark Green) leaves the game
Conditions
Actions
Game - Display to (All players) the text: (((Name of (Triggering player)) + <Empty String>) + has left the game)
Unit Group - Pick every unit in (Units in (Playable map area) owned by (Triggering player)) and do (Unit - Kill (Picked unit))
Here is the Beta of the first level!