Chewbalka
New Member
- Reaction score
- 14
Code:
Lantern Dies
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
LanternTimer[1] Greater than or equal to 1
Then - Actions
Special Effect - Destroy Lantern[1]
Special Effect - Create a special effect attached to the chest of Player 0007 <gen> using war3mapImported\TorchHumanOmni.mdx
Set Lantern[1] = (Last created special effect)
Set LanternTimer[1] = (LanternTimer[1] - 1)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
LanternTimer[1] Less than 1
Then - Actions
Special Effect - Destroy Lantern[1]
Set LanternTimer[1] = 0
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Or - Any (Conditions) are true
Conditions
LanternTimer[1] Equal to 1
LanternTimer[1] Equal to 2
Then - Actions
Special Effect - Destroy Lantern[1]
Game - Display to (All players) the text: ((Name of Player 1 (Red)) + Your Lantern has Died out.)
Else - Actions
In the trigger above after LanternTimer hits 0 the special effects remain.. i have no clue why...
the actual trigger (i edit above) has the same thing 3 times 1 for each player. someone told me it might be because the death animation might be over 1 second, i dont think thats it.
LanternTimer is a Intiger Array(3)
Lantern is a special effect variable.