cleeezzz
The Undead Ranger.
- Reaction score
- 268
Code:
Camo
Events
Time - Every 0.30 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 8, do (Actions)
Loop - Actions
Custom script: set bj_wantDestroyGroup = true
Unit Group - Pick every unit in (Units in (Playable map area) matching ((Level of Camouflage for (Matching unit)) Equal to 1)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Player((Integer A)))
Then - Actions
Set Position[(Integer A)] = (Position of (Picked unit))
Set TempGroup[(Integer A)] = (Units within 600.00 of Position[(Integer A)] matching (((Owner of (Matching unit)) is an enemy of (Owner of (Picked unit))) Equal to True))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(TempGroup[(Integer A)] is empty) Equal to True
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain type at Position[(Integer A)]) Equal to Lordaeron Summer - Grass
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Red_Color[(Integer A)] Greater than 20.00
Then - Actions
Set Red_Color[(Integer A)] = (Red_Color[(Integer A)] - 5.00)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Blue_Color[(Integer A)] Greater than 20.00
Then - Actions
Set Blue_Color[(Integer A)] = (Blue_Color[(Integer A)] - 5.00)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Invis_A[(Integer A)] Less than 75.00
Then - Actions
Set Invis_A[(Integer A)] = (Invis_A[(Integer A)] + 5.00)
Else - Actions
Animation - Change (Picked unit)'s vertex coloring to (Red_Color[(Integer A)]%, 100.00%, Blue_Color[(Integer A)]%) with Invis_A[(Integer A)]% transparency
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Invis_A[(Integer A)] Greater than or equal to 50.00
Then - Actions
Unit - Make (Picked unit) Invulnerable
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain type at Position[(Integer A)]) Not equal to Lordaeron Summer - Grass
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Blue_Color[(Integer A)] Less than 100.00
Then - Actions
Set Blue_Color[(Integer A)] = (Blue_Color[(Integer A)] + 20.00)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Red_Color[(Integer A)] Less than 100.00
Then - Actions
Set Red_Color[(Integer A)] = (Red_Color[(Integer A)] + 20.00)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Invis_A[(Integer A)] Greater than 0.00
Then - Actions
Set Invis_A[(Integer A)] = (Invis_A[(Integer A)] - 10.00)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Invis_A[(Integer A)] Less than 50.00
Then - Actions
Unit - Make (Picked unit) Vulnerable
Else - Actions
Animation - Change (Picked unit)'s vertex coloring to (Red_Color[(Integer A)]%, 100.00%, Blue_Color[(Integer A)]%) with Invis_A[(Integer A)]% transparency
Else - Actions
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Blue_Color[(Integer A)] Less than 100.00
Then - Actions
Set Blue_Color[(Integer A)] = (Blue_Color[(Integer A)] + ((Real((Number of units in TempGroup[(Integer A)]))) x 10.00))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Red_Color[(Integer A)] Less than 100.00
Then - Actions
Set Red_Color[(Integer A)] = (Red_Color[(Integer A)] + ((Real((Number of units in TempGroup[(Integer A)]))) x 10.00))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Invis_A[(Integer A)] Greater than 0.00
Then - Actions
Set Invis_A[(Integer A)] = (Invis_A[(Integer A)] - ((Real((Number of units in TempGroup[(Integer A)]))) x 5.00))
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Invis_A[(Integer A)] Less than 50.00
Then - Actions
Unit - Make (Picked unit) Vulnerable
Else - Actions
Animation - Change (Picked unit)'s vertex coloring to (Red_Color[(Integer A)]%, 100.00%, Blue_Color[(Integer A)]%) with Invis_A[(Integer A)]% transparency
Else - Actions
Custom script: call DestroyGroup(udg_TempGroup[bj_forLoopAIndex])
Custom script: call RemoveLocation(udg_Position[bj_forLoopAIndex])
Code:
Skink
Events
Unit - A unit Dies
Conditions
Actions
Unit - Create 1 (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at (Center of (Playable map area)) facing Default building facing degrees
the created one doesn't work with the trigger, help?
(when the unit that has camo dies, it creates another one)
EDIT: fixed, i was putting the custom scripts in the wrong place.