cleeezzz
The Undead Ranger.
- Reaction score
- 268
Code:
Player Colors
Events
Time - Elapsed game time is 0.10 seconds
Conditions
Actions
Set Player_Colors[1] = |c00ff0000
Set Player_Colors[2] = |c000033ff
Set Player_Colors[3] = |c0000ffff
Set Player_Colors[4] = |c009900ff
Set Player_Colors[5] = |c00ffff00
Set Player_Colors[6] = |c00ff9900
Set Player_Colors[7] = |c0000ff00
Set Player_Colors[8] = |c00ff66ff
Set Player_Colors[9] = |cff959697
Set Player_Colors[10] = |cff7ebff1
Set Player_Colors[11] = |cff106246
Set Player_Colors[12] = |cff4e2a04
Code:
Setup
Events
(Run from another Trigger, this does work btw, i tested it)
Conditions
Actions
Set Capture_String = llllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllllll
Unit Group - Pick every unit in (Units in (Playable map area) matching (((Unit-type of (Matching unit)) is A structure) Equal to True)) and do (Actions)
Loop - Actions
Set i = (i + 1)
Unit Group - Add (Picked unit) to Building_Group
Unit - Set the custom value of (Picked unit) to i
Set Owner[i] = (Owner of (Picked unit))
Set Capture_Time[i] = ((Integer((Max life of (Picked unit)))) / 10)
Floating Text - Create floating text that reads (Player_Colors[(Player number of (Owner of (Picked unit)))] + (Substring(Capture_String, 1, Capture_Time[i]))) above (Picked unit) with Z offset 0.00, using font size 4.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set Capture_Bar[i] = (Last created floating text)
Set Capture_Progress[i] = 0
Code:
Setup 2
Events
Unit - A unit Finishes construction
Conditions
Actions
Set i = (i + 1)
Unit Group - Add (Constructed structure) to Building_Group
Unit - Set the custom value of (Constructed structure) to i
Set Owner[i] = (Owner of (Constructed structure))
Set Capture_Time[i] = ((Integer((Max life of (Constructed structure)))) / 10)
Floating Text - Create floating text that reads (Player_Colors[(Player number of (Owner of (Constructed structure)))] + (Substring(Capture_String, 1, Capture_Time[i]))) above (Constructed structure) with Z offset 0.00, using font size 4.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set Capture_Bar[i] = (Last created floating text)
Set Capture_Progress[i] = 0
Code:
Death
Events
Unit - A unit Dies
Conditions
((Triggering unit) is A structure) Equal to True
Actions
Floating Text - Destroy Capture_Bar[(Custom value of (Triggering unit))]
Unit Group - Remove (Triggering unit) from Building_Group
Code:
Fog Hide
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Building_Group and do (Actions)
Loop - Actions
Set Temp_Point = (Position of (Picked unit))
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
Or - Any (Conditions) are true
Conditions
(Temp_Point is fogged for (Picked player)) Equal to True
(Temp_Point is masked for (Picked player)) Equal to True
Then - Actions
Floating Text - Hide Capture_Bar[(Custom value of (Picked unit))] for (Player Group (Picked Player))
Else - Actions
Custom script: call RemoveLocation(udg_Temp_Point)
Code:
Capture
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in Building_Group and do (Actions)
Loop - Actions
Set Enemy = False
Set Allied = False
Set Enemy_Allied = False
Set Enemy_Enemy = False
Player Group - Remove all players from Player_Group
Set Temp_Point = (Position of (Picked unit))
Set Capture_Group = (Units within 512.00 of Temp_Point matching (((Matching unit) Not equal to (Picked unit)) and ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True))))
Unit Group - Pick every unit in Capture_Group and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Owner of (Picked unit)) is in Player_Group) Equal to False
Then - Actions
Player Group - Add (Owner of (Picked unit)) to Player_Group
Else - Actions
Set Rate = (Number of units in Capture_Group)
Custom script: call DestroyGroup(udg_Capture_Group)
Custom script: call RemoveLocation(udg_Temp_Point)
Set Temp_Player = (Random player from Player_Group)
Player Group - Pick every player in Player_Group and do (Actions)
Loop - Actions
Set Picked_Player = (Picked player)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) is an enemy of (Owner of (Picked unit))) Equal to True
Then - Actions
Set Enemy = True
Player Group - Pick every player in Player_Group and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Picked_Player is an ally of (Picked player)) Equal to True
Then - Actions
Set Enemy_Allied = True
Else - Actions
Set Enemy_Enemy = True
Else - Actions
Set Allied = True
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Enemy Equal to True
Allied Equal to False
Enemy_Allied Equal to True
Enemy_Enemy Equal to False
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Capturer[(Custom value of (Picked unit))] is in Player_Group) Equal to False
Then - Actions
Set Capturer[(Custom value of (Picked unit))] = Temp_Player
Else - Actions
Set Capture_Progress[(Custom value of (Picked unit))] = (Capture_Progress[(Custom value of (Picked unit))] + Rate)
Floating Text - Destroy Capture_Bar[(Custom value of (Picked unit))]
Floating Text - Create floating text that reads (((((Player_Colors[(Player number of Capturer[(Custom value of (Picked unit))])] + (Substring(Capture_String, 1, Capture_Progress[(Custom value of (Picked unit))]))) + |r) + Player_Colors[(Player number of Owner[(Custom value of (Picked unit))])]) + (Substrin above (Picked unit) with Z offset 0.00, using font size 4.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set Capture_Bar[(Custom value of (Picked unit))] = (Last created floating text)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Capture_Progress[(Custom value of (Picked unit))] Greater than or equal to Capture_Time[(Custom value of (Picked unit))]
Then - Actions
Unit - Change ownership of (Picked unit) to Capturer[(Custom value of (Picked unit))] and Change color
Set Owner[(Custom value of (Picked unit))] = Capturer[(Custom value of (Picked unit))]
Set Capture_Progress[(Custom value of (Picked unit))] = 0
Floating Text - Destroy Capture_Bar[(Custom value of (Picked unit))]
Floating Text - Create floating text that reads (Player_Colors[(Player number of (Owner of (Picked unit)))] + (Substring(Capture_String, 1, Capture_Time[(Custom value of (Picked unit))]))) above (Picked unit) with Z offset 0.00, using font size 4.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set Capture_Bar[(Custom value of (Picked unit))] = (Last created floating text)
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Enemy Equal to False
Allied Equal to True
Capture_Progress[(Custom value of (Picked unit))] Greater than 0
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Capture_Progress[(Custom value of (Picked unit))] Less than 0
Then - Actions
Set Capture_Progress[(Custom value of (Picked unit))] = 0
Floating Text - Destroy Capture_Bar[(Custom value of (Picked unit))]
Floating Text - Create floating text that reads (Player_Colors[(Player number of (Owner of (Picked unit)))] + (Substring(Capture_String, 1, Capture_Time[(Custom value of (Picked unit))]))) above (Picked unit) with Z offset 0.00, using font size 4.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set Capture_Bar[(Custom value of (Picked unit))] = (Last created floating text)
Else - Actions
Set Capture_Progress[(Custom value of (Picked unit))] = (Capture_Progress[(Custom value of (Picked unit))] - Rate)
Floating Text - Destroy Capture_Bar[(Custom value of (Picked unit))]
Floating Text - Create floating text that reads (((((Player_Colors[(Player number of Capturer[(Custom value of (Picked unit))])] + (Substring(Capture_String, 1, Capture_Progress[(Custom value of (Picked unit))]))) + |r) + Player_Colors[(Player number of Owner[(Custom value of (Picked unit))])]) + (Substrin above (Picked unit) with Z offset 0.00, using font size 4.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
Set Capture_Bar[(Custom value of (Picked unit))] = (Last created floating text)
Else - Actions
for some reason, after a few mins or so, a lot of the bars disappear. its supposed to create bars above every structure, and if a enemy unit gets near, it fills the bar up, when its full, its captured.