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Current Version: v0.0.01A

Alpha version


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Changes to the way I release versions? (read the thread)

Changing how outposts respawn I_vote_lcap63%Changing how outposts respawn I_vote_rcap 63% [ 5 ]
Changing how outposts respawn I_vote_lcap38%Changing how outposts respawn I_vote_rcap 38% [ 3 ]

Total Votes : 8

Latest topics
» With everyone dead
Changing how outposts respawn I_icon_minitimeTue Nov 20, 2018 3:24 pm by DeusMechanicus

» Faction creeps
Changing how outposts respawn I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
Changing how outposts respawn I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
Changing how outposts respawn I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

» Talent System
Changing how outposts respawn I_icon_minitimeMon Dec 15, 2014 10:59 am by Grass Hopper

» Capture Points system
Changing how outposts respawn I_icon_minitimeFri Dec 12, 2014 2:36 pm by Grass Hopper

» [SCII] [Orks] Warboss(es)
Changing how outposts respawn I_icon_minitimeFri Dec 12, 2014 11:44 am by Grass Hopper

» Game Guide
Changing how outposts respawn I_icon_minitimeThu Dec 11, 2014 2:12 pm by Grass Hopper

» [Inquisition] Mordrak
Changing how outposts respawn I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
Changing how outposts respawn I_icon_minitimeWed Dec 10, 2014 3:07 pm by Grass Hopper

Version Progress
Changes for v0.02.0A
||||||||||||||||||||[] [general]
||||||||||||||||||||[] [Heroes]
||||||||||||||||||||[] [Items]
||||||||||||||||||||[] [Bugs]
||||||||||||||||||||[] [Total]

Changing how outposts respawn

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Changing how outposts respawn Empty Changing how outposts respawn

Post by Grass Hopper on Mon Aug 31, 2009 11:02 pm

to avoid those ninja-last-hits, im making the outpost respawn with hp equal to however much dmaage the capturing team did to that outpost...
so if the humans do all the work, and the orks take the last hit, itll spawn with very little hp, allowing it to be captured back again

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And the Stuff was good.

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Changing how outposts respawn Empty Re: Changing how outposts respawn

Post by Fromundaman on Mon Aug 31, 2009 11:57 pm

WOOHOO!
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Changing how outposts respawn Empty Re: Changing how outposts respawn

Post by Grass Hopper on Tue Sep 01, 2009 12:00 pm

lmao, yeah. i thought ppl would be happy about that

_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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Changing how outposts respawn Empty Re: Changing how outposts respawn

Post by Fromundaman on Tue Sep 01, 2009 1:08 pm

Happy? I'm about to start the Church of Grass! Hallelujah!
Praise be to da Grass mon! Let's blaze one for da Grass mon!
Oh wait... wrong type of grass...
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Changing how outposts respawn Empty Re: Changing how outposts respawn

Post by Grass Hopper on Tue Sep 01, 2009 4:45 pm

XD

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And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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Changing how outposts respawn Empty Re: Changing how outposts respawn

Post by Grass Hopper on Sat Sep 05, 2009 7:40 pm

heres the code (and a little bump XD):

initialization of the damage trigger:
Code:
function Trig_Damage_Setup_Conditions takes nothing returns boolean
return (not IsDummy(GetTriggerUnit())) //(not IsUnitType(GetTriggerUnit(), UNIT_TYPE_STRUCTURE)) and
endfunction
function Trig_Damage_Setup_Actions takes nothing returns nothing

if IsUnitType(GetTriggerUnit(), UNIT_TYPE_STRUCTURE) then
if (GetUnitTypeId(GetTriggerUnit()) == 'hbar' or GetUnitTypeId(GetTriggerUnit()) == 'obar') and GetOwningPlayer(GetTriggerUnit()) == Player(13) then
call TriggerRegisterUnitEvent(gg_trg_Outpost_Damage, GetTriggerUnit(), EVENT_UNIT_DAMAGED)
endif
else
call TriggerRegisterUnitEvent(gg_trg_Damage_Trigger, GetTriggerUnit(), EVENT_UNIT_DAMAGED)
endif
endfunction
//===========================================================================
function InitTrig_Damage_Setup takes nothing returns nothing
local group g = CreateGroup()
local unit u
// create damage detection trigger target
set gg_trg_Damage_Trigger = CreateTrigger( )
// set damage detection for new units entering map
set gg_trg_Damage_Setup = CreateTrigger( )
call TriggerRegisterEnterRectSimple( gg_trg_Damage_Setup,GetWorldBounds()) //GetEntireMapRect() )
call TriggerAddCondition( gg_trg_Damage_Setup, Condition( function Trig_Damage_Setup_Conditions ) )
call TriggerAddAction( gg_trg_Damage_Setup, function Trig_Damage_Setup_Actions )
// set damage detection for existing units on map
call GroupEnumUnitsInRange(g, 0, 0, 99999, null)
set u = FirstOfGroup(g)
loop
exitwhen u == null
if not IsDummy(u) then
call TriggerRegisterUnitEvent( gg_trg_Damage_Trigger, u, EVENT_UNIT_DAMAGED )
endif
call GroupRemoveUnit(g, u)
set u = FirstOfGroup(g)
endloop
call DestroyGroup(g)
endfunction

registering damage on a player 13 outpost:
Code:
function Trig_Outpost_Damage_Actions takes nothing returns nothing
local unit u = GetTriggerUnit() // outpost
local unit n = GetEventDamageSource() // damaging unit
local integer i = GetPlayerId(GetOwningPlayer(n))
local integer x = GetUnitUserData(u)

if team(i) == 0 then
set udg_PostDamage[x] = udg_PostDamage[x] + GetEventDamage()
elseif team(i) == 6 then
set udg_PostDamage[x*100] = udg_PostDamage[x*100] + GetEventDamage()
endif
endfunction
//===========================================================================
function InitTrig_Outpost_Damage takes nothing returns nothing
set gg_trg_Outpost_Damage = CreateTrigger( )
call TriggerAddAction( gg_trg_Outpost_Damage, function Trig_Outpost_Damage_Actions )
endfunction

_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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Changing how outposts respawn Empty Re: Changing how outposts respawn

Post by Grass Hopper on Sat Sep 05, 2009 7:41 pm

the function that respawns outposts (and now sets their hp) (cut out the parts that dont involve neut posts)
Code:
function Trig_Outpost_Death_Conditions takes nothing returns boolean
if GetUnitTypeId(GetTriggerUnit()) == 'hbar' then
return true
elseif GetUnitTypeId(GetTriggerUnit()) == 'obar' then
return true
endif

return false
endfunction
function Trig_Outpost_Death_Actions takes nothing returns nothing
local unit u = GetTriggerUnit()
local unit n = GetKillingUnit()
local player p = GetOwningPlayer(u)
local player a = GetOwningPlayer(n)
local integer i = GetPlayerId(p)
local integer t = GetPlayerId(a)
local location l = GetUnitLoc(u)
local integer g
local texttag e
local integer x = GetUnitUserData(u)


//OUTPOSTS ARE NEUTRAL
if GetOwningPlayer(u) == Player(13) then
set g = 0
loop
exitwhen g >= 12

if g == t then
set g = g+1
endif

if team(t) == team(g) then
call SetPlayerState(Player(g), PLAYER_STATE_RESOURCE_GOLD, GetPlayerState(Player(g), PLAYER_STATE_RESOURCE_GOLD) + 100)

if GetLocalPlayer() == Player(g) then
set e = CreateTextTagUnitBJ("+100", udg_PlayerHero[g], 0, 11, 100,100,0,0)
call SetTextTagPermanent(e, false)
call SetTextTagFadepoint(e, 1)
call SetTextTagLifespan(e, 3)
call SetTextTagVelocityBJ(e, 45, 90 )
set e = null
endif
endif
set g = g+1
endloop


if team(t) == 0 then
call DisplayText(udg_ColorString[0] + "The Imperium|r" + " has taken an outpost!")

call RemoveUnit(u)

if u == udg_SentiRaxMid1 then
set udg_SentiRaxMid1 = CreateUnitAtLoc(Player(0), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_SentiRaxMid1, x)
call SetUnitState(udg_SentiRaxMid1, UNIT_STATE_LIFE, udg_PostDamage[x])
set udg_PostDamage[x] = 0

call SetUnitOwner(udg_SentiTowerMid1, Player(0), true)
call SetUnitOwner(udg_SentiTowerMid2, Player(0), true)
call SetUnitOwner(udg_SentiTowerMid3, Player(0), true)
call SetUnitOwner(udg_SentiTowerMid4, Player(0), true)

elseif u == udg_SentiRaxMid2 then
set udg_SentiRaxMid2 = CreateUnitAtLoc(Player(0), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_SentiRaxMid2, x)
call SetUnitState(udg_SentiRaxMid2, UNIT_STATE_LIFE, udg_PostDamage[x])
set udg_PostDamage[x] = 0

call SetUnitOwner(udg_SentiTowerMid5, Player(0), true)
call SetUnitOwner(udg_SentiTowerMid6, Player(0), true)

elseif u == udg_SentiRaxTop1 then
set udg_SentiRaxTop1 = CreateUnitAtLoc(Player(0), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_SentiRaxTop1, x)
call SetUnitState(udg_SentiRaxTop1, UNIT_STATE_LIFE, udg_PostDamage[x])
set udg_PostDamage[x] = 0

call SetUnitOwner(udg_SentiTowerTop1, Player(0), true)
call SetUnitOwner(udg_SentiTowerTop2, Player(0), true)
call SetUnitOwner(udg_SentiTowerTop3, Player(0), true)
call SetUnitOwner(udg_SentiTowerTop4, Player(0), true)

elseif u ==udg_SentiRaxTop2 then
set udg_SentiRaxTop2 = CreateUnitAtLoc(Player(0), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_SentiRaxTop2, x)
call SetUnitState(udg_SentiRaxTop2, UNIT_STATE_LIFE, udg_PostDamage[x])
set udg_PostDamage[x] = 0

call SetUnitOwner(udg_SentiTowerTop5, Player(0), true)
call SetUnitOwner(udg_SentiTowerTop6, Player(0), true)

elseif u == udg_SentiRaxBot1 then
set udg_SentiRaxBot1 = CreateUnitAtLoc(Player(0), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_SentiRaxBot1, x)
call SetUnitState(udg_SentiRaxBot1, UNIT_STATE_LIFE, udg_PostDamage[x])
set udg_PostDamage[x] = 0

call SetUnitOwner(udg_SentiTowerBot1, Player(0), true)
call SetUnitOwner(udg_SentiTowerBot2, Player(0), true)
call SetUnitOwner(udg_SentiTowerBot3, Player(0), true)
call SetUnitOwner(udg_SentiTowerBot4, Player(0), true)

elseif u == udg_SentiRaxBot2 then
set udg_SentiRaxBot2 = CreateUnitAtLoc(Player(0), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_SentiRaxBot2, x)
call SetUnitState(udg_SentiRaxBot2, UNIT_STATE_LIFE, udg_PostDamage[x])
set udg_PostDamage[x] = 0

call SetUnitOwner(udg_SentiTowerBot5, Player(0), true)
call SetUnitOwner(udg_SentiTowerBot6, Player(0), true)

//---

elseif u == udg_ScourgeRaxMid1 then
set udg_ScourgeRaxMid1 = CreateUnitAtLoc(Player(0), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_ScourgeRaxMid1, x)
call SetUnitState(udg_ScourgeRaxMid1, UNIT_STATE_LIFE, udg_PostDamage[x])
set udg_PostDamage[x] = 0

call SetUnitOwner(udg_ScourgeTowerMid1, Player(0), true)
call SetUnitOwner(udg_ScourgeTowerMid2, Player(0), true)
call SetUnitOwner(udg_ScourgeTowerMid3, Player(0), true)
call SetUnitOwner(udg_ScourgeTowerMid4, Player(0), true)

elseif u == udg_ScourgeRaxMid2 then
set udg_ScourgeRaxMid2 = CreateUnitAtLoc(Player(0), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_ScourgeRaxMid2, x)
call SetUnitState(udg_ScourgeRaxMid2, UNIT_STATE_LIFE, udg_PostDamage[x])
set udg_PostDamage[x] = 0

call SetUnitOwner(udg_ScourgeTowerMid5, Player(0), true)
call SetUnitOwner(udg_ScourgeTowerMid6, Player(0), true)

elseif u == udg_ScourgeRaxTop1 then
set udg_ScourgeRaxTop1 = CreateUnitAtLoc(Player(0), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_ScourgeRaxTop1, x)
call SetUnitState(udg_ScourgeRaxTop1, UNIT_STATE_LIFE, udg_PostDamage[x])
set udg_PostDamage[x] = 0

call SetUnitOwner(udg_ScourgeTowerTop1, Player(0), true)
call SetUnitOwner(udg_ScourgeTowerTop2, Player(0), true)
call SetUnitOwner(udg_ScourgeTowerTop3, Player(0), true)
call SetUnitOwner(udg_ScourgeTowerTop4, Player(0), true)

elseif u == udg_ScourgeRaxTop2 then
set udg_ScourgeRaxTop2 = CreateUnitAtLoc(Player(0), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_ScourgeRaxTop2, x)
call SetUnitState(udg_ScourgeRaxTop2, UNIT_STATE_LIFE, udg_PostDamage[x])
set udg_PostDamage[x] = 0

call SetUnitOwner(udg_ScourgeTowerTop5, Player(0), true)
call SetUnitOwner(udg_ScourgeTowerTop6, Player(0), true)

elseif u == udg_ScourgeRaxBot1 then
set udg_ScourgeRaxBot1 = CreateUnitAtLoc(Player(0), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_ScourgeRaxBot1, x)
call SetUnitState(udg_ScourgeRaxBot1, UNIT_STATE_LIFE, udg_PostDamage[x])
set udg_PostDamage[x] = 0

call SetUnitOwner(udg_ScourgeTowerBot1, Player(0), true)
call SetUnitOwner(udg_ScourgeTowerBot2, Player(0), true)
call SetUnitOwner(udg_ScourgeTowerBot3, Player(0), true)
call SetUnitOwner(udg_ScourgeTowerBot4, Player(0), true)

elseif u == udg_ScourgeRaxBot2 then
set udg_ScourgeRaxBot2 = CreateUnitAtLoc(Player(0), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_ScourgeRaxBot2, x)
call SetUnitState(udg_ScourgeRaxBot2, UNIT_STATE_LIFE, udg_PostDamage[x])
set udg_PostDamage[x] = 0

call SetUnitOwner(udg_ScourgeTowerBot5, Player(0), true)
call SetUnitOwner(udg_ScourgeTowerBot6, Player(0), true)

endif

elseif team(t) == 6 then
call DisplayText(udg_ColorString[6] + "Orkish Forces|r" + " have taken an outpost!")

call RemoveUnit(u)

if u == udg_SentiRaxMid1 then
set udg_SentiRaxMid1 = CreateUnitAtLoc(Player(6), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_SentiRaxMid1, x)
call SetUnitState(udg_SentiRaxMid1, UNIT_STATE_LIFE, udg_PostDamage[x*100])
set udg_PostDamage[x*100] = 0

call SetUnitOwner(udg_SentiTowerMid1, Player(6), true)
call SetUnitOwner(udg_SentiTowerMid2, Player(6), true)
call SetUnitOwner(udg_SentiTowerMid3, Player(6), true)
call SetUnitOwner(udg_SentiTowerMid4, Player(6), true)

elseif u == udg_SentiRaxMid2 then
set udg_SentiRaxMid2 = CreateUnitAtLoc(Player(6), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_SentiRaxMid2, x)
call SetUnitState(udg_SentiRaxMid2, UNIT_STATE_LIFE, udg_PostDamage[x*100])
set udg_PostDamage[x*100] = 0

call SetUnitOwner(udg_SentiTowerMid5, Player(6), true)
call SetUnitOwner(udg_SentiTowerMid6, Player(6), true)

elseif u == udg_SentiRaxTop1 then
set udg_SentiRaxTop1 = CreateUnitAtLoc(Player(6), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_SentiRaxTop1, x)
call SetUnitState(udg_SentiRaxTop1, UNIT_STATE_LIFE, udg_PostDamage[x*100])
set udg_PostDamage[x*100] = 0

call SetUnitOwner(udg_SentiTowerTop1, Player(6), true)
call SetUnitOwner(udg_SentiTowerTop2, Player(6), true)
call SetUnitOwner(udg_SentiTowerTop3, Player(6), true)
call SetUnitOwner(udg_SentiTowerTop4, Player(6), true)

elseif u ==udg_SentiRaxTop2 then
set udg_SentiRaxTop2 = CreateUnitAtLoc(Player(6), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_SentiRaxTop2, x)
call SetUnitState(udg_SentiRaxTop2, UNIT_STATE_LIFE, udg_PostDamage[x*100])
set udg_PostDamage[x*100] = 0

call SetUnitOwner(udg_SentiTowerTop5, Player(6), true)
call SetUnitOwner(udg_SentiTowerTop6, Player(6), true)

elseif u == udg_SentiRaxBot1 then
set udg_SentiRaxBot1 = CreateUnitAtLoc(Player(6), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_SentiRaxBot1, x)
call SetUnitState(udg_SentiRaxBot1, UNIT_STATE_LIFE, udg_PostDamage[x*100])
set udg_PostDamage[x*100] = 0

call SetUnitOwner(udg_SentiTowerBot1, Player(6), true)
call SetUnitOwner(udg_SentiTowerBot2, Player(6), true)
call SetUnitOwner(udg_SentiTowerBot3, Player(6), true)
call SetUnitOwner(udg_SentiTowerBot4, Player(6), true)

elseif u == udg_SentiRaxBot2 then
set udg_SentiRaxBot2 = CreateUnitAtLoc(Player(6), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_SentiRaxBot2, x)
call SetUnitState(udg_SentiRaxBot2, UNIT_STATE_LIFE, udg_PostDamage[x*100])
set udg_PostDamage[x*100] = 0

call SetUnitOwner(udg_SentiTowerBot5, Player(6), true)
call SetUnitOwner(udg_SentiTowerBot6, Player(6), true)

//---
elseif u == udg_ScourgeRaxMid1 then
set udg_ScourgeRaxMid1 = CreateUnitAtLoc(Player(6), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_ScourgeRaxMid1, x)
call SetUnitState(udg_ScourgeRaxMid1, UNIT_STATE_LIFE, udg_PostDamage[x*100])
set udg_PostDamage[x*100] = 0

call SetUnitOwner(udg_ScourgeTowerMid1, Player(6), true)
call SetUnitOwner(udg_ScourgeTowerMid2, Player(6), true)
call SetUnitOwner(udg_ScourgeTowerMid3, Player(6), true)
call SetUnitOwner(udg_ScourgeTowerMid4, Player(6), true)

elseif u == udg_ScourgeRaxMid2 then
set udg_ScourgeRaxMid2 = CreateUnitAtLoc(Player(6), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_ScourgeRaxMid2, x)
call SetUnitState(udg_ScourgeRaxMid2, UNIT_STATE_LIFE, udg_PostDamage[x*100])
set udg_PostDamage[x*100] = 0

call SetUnitOwner(udg_ScourgeTowerMid6, Player(6), true)
call SetUnitOwner(udg_ScourgeTowerMid5, Player(6), true)

elseif u == udg_ScourgeRaxTop1 then
set udg_ScourgeRaxTop1 = CreateUnitAtLoc(Player(6), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_ScourgeRaxTop1, x)
call SetUnitState(udg_ScourgeRaxTop1, UNIT_STATE_LIFE, udg_PostDamage[x*100])
set udg_PostDamage[x*100] = 0

call SetUnitOwner(udg_ScourgeTowerTop1, Player(6), true)
call SetUnitOwner(udg_ScourgeTowerTop2, Player(6), true)
call SetUnitOwner(udg_ScourgeTowerTop3, Player(6), true)
call SetUnitOwner(udg_ScourgeTowerTop4, Player(6), true)

elseif u == udg_ScourgeRaxTop2 then
set udg_ScourgeRaxTop2 = CreateUnitAtLoc(Player(6), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_ScourgeRaxTop2, x)
call SetUnitState(udg_ScourgeRaxTop2, UNIT_STATE_LIFE, udg_PostDamage[x*100])
set udg_PostDamage[x*100] = 0

call SetUnitOwner(udg_ScourgeTowerTop5, Player(6), true)
call SetUnitOwner(udg_ScourgeTowerTop6, Player(6), true)

elseif u == udg_ScourgeRaxBot1 then
set udg_ScourgeRaxBot1 = CreateUnitAtLoc(Player(6), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_ScourgeRaxBot1, x)
call SetUnitState(udg_ScourgeRaxBot1, UNIT_STATE_LIFE, udg_PostDamage[x*100])
set udg_PostDamage[x*100] = 0

call SetUnitOwner(udg_ScourgeTowerBot1, Player(6), true)
call SetUnitOwner(udg_ScourgeTowerBot2, Player(6), true)
call SetUnitOwner(udg_ScourgeTowerBot3, Player(6), true)
call SetUnitOwner(udg_ScourgeTowerBot4, Player(6), true)

elseif u == udg_ScourgeRaxBot2 then
set udg_ScourgeRaxBot2 = CreateUnitAtLoc(Player(6), GetUnitTypeId(u), l, 270)
call SetUnitUserData(udg_ScourgeRaxBot2, x)
call SetUnitState(udg_ScourgeRaxBot2, UNIT_STATE_LIFE, udg_PostDamage[x*100])
set udg_PostDamage[x*100] = 0

call SetUnitOwner(udg_ScourgeTowerBot5, Player(6), true)
call SetUnitOwner(udg_ScourgeTowerBot6, Player(6), true)
endif
endif
endif

call RemoveLocation(l)
set l = null
set u = null
set n = null
set p = null
set a = null

endfunction
//===========================================================================
function InitTrig_Outpost_Death takes nothing returns nothing
set gg_trg_Outpost_Death = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Outpost_Death, EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( gg_trg_Outpost_Death, Condition( function Trig_Outpost_Death_Conditions ) )
call TriggerAddAction( gg_trg_Outpost_Death, function Trig_Outpost_Death_Actions )
endfunction

_________________
warning! very-stubborn, sarcastic, self-important, argumentative developer detected!

And unto the masses, He doth spoke:
"Behold The Stuff! It Is Good!"
And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
Grass Hopper
Grass Hopper
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Changing how outposts respawn Empty Re: Changing how outposts respawn

Post by Grass Hopper on Sat Sep 05, 2009 7:49 pm

when outposts are spawned
Code:

    //====rax====
    set  udg_SentiRaxMid1 = MakeRegionedUnit(Player(0), 'hbar', gg_rct_SentinelSpawnMid1)
    call SetUnitUserData(udg_SentiRaxMid1, 1)
    set  udg_SentiRaxMid2 = MakeRegionedUnit(Player(0), 'hbar', gg_rct_SentinelSpawnMid2)
    call SetUnitUserData(udg_SentiRaxMid2, 2)
    set  udg_SentiRaxTop2 = MakeRegionedUnit(Player(0), 'hbar', gg_rct_SentinelSpawnTop2)
    call SetUnitUserData(udg_SentiRaxTop1, 3)
    set  udg_SentiRaxTop1 = MakeRegionedUnit(Player(0), 'hbar', gg_rct_SentinelSpawnTop1)
    call SetUnitUserData(udg_SentiRaxTop2, 4)
    set  udg_SentiRaxBot1 = MakeRegionedUnit(Player(0), 'hbar', gg_rct_SentinelSpawnBot1)
    call SetUnitUserData(udg_SentiRaxBot1, 5)
    set  udg_SentiRaxBot2 = MakeRegionedUnit(Player(0), 'hbar', gg_rct_SentinelSpawnBot2)
    call SetUnitUserData(udg_SentiRaxBot2, 6)
    set  udg_ScourgeRaxMid1 = MakeRegionedUnit(Player(6), 'obar', gg_rct_ScourgeSpawnMid1)
    call SetUnitUserData(udg_ScourgeRaxMid1, 7)
    set  udg_ScourgeRaxMid2 = MakeRegionedUnit(Player(6), 'obar', gg_rct_ScourgeSpawnMid2)
    call SetUnitUserData(udg_ScourgeRaxMid2, 8)
    set  udg_ScourgeRaxTop1 = MakeRegionedUnit(Player(6), 'obar', gg_rct_ScourgeSpawnTop1)
    call SetUnitUserData(udg_ScourgeRaxTop1, 9)
    set  udg_ScourgeRaxTop2 = MakeRegionedUnit(Player(6), 'obar', gg_rct_ScourgeSpawnTop2)
    call SetUnitUserData(udg_ScourgeRaxTop2, 10)
    set  udg_ScourgeRaxBot1 = MakeRegionedUnit(Player(6), 'obar', gg_rct_ScourgeSpawnBot1)
    call SetUnitUserData(udg_ScourgeRaxBot1, 11)
    set  udg_ScourgeRaxBot2 = MakeRegionedUnit(Player(6), 'obar', gg_rct_ScourgeSpawnBot2)
    call SetUnitUserData(udg_ScourgeRaxBot2, 12)

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Grass Hopper
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Changing how outposts respawn Empty Re: Changing how outposts respawn

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