I have doing an escape, and i want to make that when you pass over a secret passage, you don't get killed.
Here is the Terrain Killer Trigger:
and here is the Trigger that allows you to pass under some determined areas:
Why is wrong?
PD: The Animate dead is just for editing comodity
Here is the Terrain Killer Trigger:
Code:
Terrain Killer
Events
Time - Every 0.12 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
Set Y[3] = (Position of n[(Integer A)])
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain type at Y[3]) Equal to Icecrown Glacier - Rune Bricks
((Dirt Changer0 <gen> contains n[(Integer A)]) Equal to False) or (((Dirt Changer1 <gen> contains n[(Integer A)]) Equal to False) or (((Dirt Changer2 <gen> contains n[(Integer A)]) Equal to False) or ((Ability being cast) Equal to Animate Dead)))
Then - Actions
Unit - Kill n[(Integer A)]
Else - Actions
Custom script: call RemoveLocation(udg_Y[3])
and here is the Trigger that allows you to pass under some determined areas:
Code:
Turning Rune
Events
Unit - A unit Is issued an order targeting a point
Conditions
Actions
Set Point[0] = (Position of (Triggering unit))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Terrain type at Point[0]) Equal to Icecrown Glacier - Rune Bricks
Then - Actions
Set Point[11] = (Target point of issued order)
Unit - Make (Triggering unit) face Point[11] over 0.00 seconds
Custom script: call RemoveLocation(udg_Point[11])
Else - Actions
Custom script: call RemoveLocation(udg_Point[0])
Why is wrong?
PD: The Animate dead is just for editing comodity