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So.. What are with these triggers.
Its fuction:
Auto Detect/balance Teams should make 2 Variables (PlayerTeam1 and PlayerTeam2)
Then the other shoulds make those spawn in different regions. :S
(Team 2 Start Trigger is the same but then team2 so i wont show it)
Its fuction:
Auto Detect/balance Teams should make 2 Variables (PlayerTeam1 and PlayerTeam2)
Then the other shoulds make those spawn in different regions. :S
(Team 2 Start Trigger is the same but then team2 so i wont show it)
Trigger:
- BC CT Match Start Team 1
- Events
- Conditions
- Actions
- Unit Group - Pick every unit in (Units in Wait Spawn <gen> matching (((Picked player) is in PlayerGroupTeam1) Equal to True)) and do (Actions)
- Loop - Actions
- Unit - Move (Picked unit) instantly to (Random point in Classic Arena TWU Spawn <gen>)
- Loop - Actions
- Unit Group - Pick every unit in (Units in Wait Spawn <gen> matching (((Picked player) is in PlayerGroupTeam1) Equal to True)) and do (Actions)
Trigger:
- Team Count and Balance:
- BC CT Team Count and Balance
- Events
- Unit - A unit enters BC CT Classic Arena <gen>
- Conditions
- Actions
- Set PlayerGroup = (All players matching ((((Matching player) controller) Equal to User) and (((Matching player) slot status) Equal to Is playing)))
- Set MyInteger = (Number of players in PlayerGroup)
- Game - Display to (All players) for 10.00 seconds the text: ((String(MyInteger)) + is/are currently in-game.)
- Custom script: call DestroyForce(udg_PlayerGroup)
- Set IntegerCount = (MyInteger / 2)
- For each (Integer A) from 1 to 12, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Player((Integer A))) controller) Equal to User
- ((Player((Integer A))) slot status) Equal to Is playing
- Then - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- MyInteger Less than or equal to IntegerCount
- Then - Actions
- Player Group - Add (Player((Integer A))) to PlayerGroupTeam2
- Else - Actions
- Player Group - Add (Player((Integer A))) to PlayerGroupTeam1
- If - Conditions
- Set MyInteger = (IntegerCount - 1)
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- For each (Integer A) from 1 to 12, do (Actions)
- Loop - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Player((Integer A))) is in PlayerGroupTeam1) Equal to True
- Then - Actions
- Player Group - Remove (Player((Integer A))) from PlayerGroupTeam1
- Player Group - Pick every player in PlayerGroupTeam1 and do (Actions)
- Loop - Actions
- Player - Make (Player((Integer A))) treat (Picked player) as an Ally with shared vision
- Loop - Actions
- Player Group - Add (Player((Integer A))) to PlayerGroupTeam1
- Else - Actions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- ((Player((Integer A))) is in PlayerGroupTeam2) Equal to True
- Then - Actions
- Player Group - Remove (Player((Integer A))) from PlayerGroupTeam2
- Player Group - Pick every player in PlayerGroupTeam2 and do (Actions)
- Loop - Actions
- Player - Make (Player((Integer A))) treat (Picked player) as an Ally with shared vision
- Loop - Actions
- Player Group - Add (Player((Integer A))) to PlayerGroupTeam2
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Loop - Actions
- Player Group - Make PlayerGroupTeam1 treat PlayerGroupTeam2 as an Enemy
- Events
- BC CT Team Count and Balance