Dregonx
TH.net Regular
- Reaction score
- 21
I've created a series of triggers to help myself learn how the trigger queue function works, heres how I want it to work first:
A footman is created for a random player in the first part.
Then the queue goes down to the next trigger and checks if the last created footman was owned by player 1 red, if it is then it goes on to the next trigger, which checks for blue, and then another trigger to check if it was for teal, and to explode the previous unit each time.
I need someone that knows how to work with this, to help it work right, so I fully understand what to do when using this. Thanks.
(Also, if someone could explain to me why you need to clear trigger queue if at all, and if this leaks how do you remove the leak. Ignore the lack of set points and remove points for this, this is just so I can learn to use the trigger queue.)
Note: So far all it does is just spawn a footman for red, and then doesn't do anything else.
If you need to know more feel free to ask! :thup:
A footman is created for a random player in the first part.
Then the queue goes down to the next trigger and checks if the last created footman was owned by player 1 red, if it is then it goes on to the next trigger, which checks for blue, and then another trigger to check if it was for teal, and to explode the previous unit each time.
I need someone that knows how to work with this, to help it work right, so I fully understand what to do when using this. Thanks.
(Also, if someone could explain to me why you need to clear trigger queue if at all, and if this leaks how do you remove the leak. Ignore the lack of set points and remove points for this, this is just so I can learn to use the trigger queue.)
Code:
Melee Initialization
Events
Map initialization
Conditions
Actions
Visibility - Disable black mask
Visibility - Disable fog of war
Trigger - Run Random Sequence <gen> (ignoring conditions)
Code:
Random Sequence
Events
Conditions
Actions
Trigger - Clear the trigger queue
Trigger - Add Random Spawn A <gen> to the trigger queue (Ignoring conditions)
Trigger - Add Random Spawn B <gen> to the trigger queue (Checking conditions)
Trigger - Add Random Spawn C <gen> to the trigger queue (Checking conditions)
Trigger - Add Random Spawn D <gen> to the trigger queue (Checking conditions)
Code:
Random Spawn A
Events
Conditions
Actions
Wait 2.00 seconds
Unit - Create 1 Footman for (Random player from (All players)) at (Center of Region 000 <gen>) facing Default building facing degrees
Wait 2.00 seconds
Code:
Random Spawn B
Events
Conditions
(Owner of (Last created unit)) Equal to Player 1 (Red)
Actions
Unit - Explode (Last created unit)
Wait 2.00 seconds
Unit - Create 1 Footman for (Random player from (All players)) at (Center of Region 000 <gen>) facing Default building facing degrees
Wait 2.00 seconds
Code:
Random Spawn C
Events
Conditions
(Owner of (Last created unit)) Equal to Player 2 (Blue)
Actions
Unit - Explode (Last created unit)
Wait 2.00 seconds
Unit - Create 1 Footman for (Random player from (All players)) at (Center of Region 000 <gen>) facing Default building facing degrees
Wait 2.00 seconds
Code:
Random Spawn D
Events
Conditions
(Owner of (Last created unit)) Equal to Player 3 (Teal)
Actions
Unit - Explode (Last created unit)
Wait 2.00 seconds
Unit - Create 1 Footman for (Random player from (All players)) at (Center of Region 000 <gen>) facing Default building facing degrees
Wait 2.00 seconds
Code:
Repeating
Events
Player - Player 1 (Red) types a chat message containing try again as An exact match
Conditions
Actions
Trigger - Run Random Sequence <gen> (ignoring conditions)
Note: So far all it does is just spawn a footman for red, and then doesn't do anything else.
If you need to know more feel free to ask! :thup: