1 Aparicion unidades tipo DoTA Miér Dic 21, 2011 12:33 am
AGUGROM
Experto
Hoy les traigo el detonador de aparicion de unidades cada cierto tiempo
Link del mapa al final
Detonador Completo
:button: Copien y Pegen el Detonador y sus Variables en su mapa :button:
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Link del mapa al final
Detonador Completo
- Spoiler:
- Spoiler:
- Código:
Variables
Acontecimientos
Map initialization
Condiciones
Acciones
Set Aparicion = True
Set Humanos_Spawn[0] = (Center of Humanos <gen>)
Set Humanos_Spawn[1] = (Center of Humanos 2 <gen>)
Set Humanos_Spawn[2] = (Center of Humanos 3 <gen>)
Set Orcos_Spawn[0] = (Center of Orcos <gen>)
Set Orcos_Spawn[1] = (Center of Orcos 2 <gen>)
Set Orcos_Spawn[2] = (Center of Orcos 3 <gen>)
- Spoiler:
- Código:
Tiempo
Acontecimientos
Tiempo - Every 30.00 seconds of game time
Condiciones
Acciones
Detonador - Run Humanos <gen> (checking conditions)
Detonador - Run Orcos <gen> (checking conditions)
- Spoiler:
- Código:
Humanos
Acontecimientos
Condiciones
Aparicion Igual a True
Acciones
For each (Integer A) from 0 to 2, do (Actions)
Bucle: Acciones
Unidad - Create 3 Soldado raso for Jugador 1 (rojo) at Humanos_Spawn[(Integer A)] facing Vista edificio predeterminada degrees
Custom script: call RemoveLocation(udg_Humanos_Spawn[GetForLoopIndexA()])
Set Humanos_Spawn[0] = (Center of Humanos <gen>)
Set Humanos_Spawn[1] = (Center of Humanos 2 <gen>)
Set Humanos_Spawn[2] = (Center of Humanos 3 <gen>)
Wait 2.00 seconds
For each (Integer A) from 0 to 2, do (Actions)
Bucle: Acciones
Unidad - Create 2 Fusilero for Jugador 1 (rojo) at Humanos_Spawn[(Integer A)] facing Vista edificio predeterminada degrees
Custom script: call RemoveLocation(udg_Humanos_Spawn[GetForLoopIndexA()])
Set Humanos_Spawn[0] = (Center of Humanos <gen>)
Set Humanos_Spawn[1] = (Center of Humanos 2 <gen>)
Set Humanos_Spawn[2] = (Center of Humanos 3 <gen>)
For each (Integer A) from 0 to 2, do (Actions)
Bucle: Acciones
Unidad - Create 1 Caballero for Jugador 1 (rojo) at Humanos_Spawn[(Integer A)] facing Vista edificio predeterminada degrees
Custom script: call RemoveLocation(udg_Humanos_Spawn[GetForLoopIndexA()])
Set Humanos_Spawn[0] = (Center of Humanos <gen>)
Set Humanos_Spawn[1] = (Center of Humanos 2 <gen>)
Set Humanos_Spawn[2] = (Center of Humanos 3 <gen>)
For each (Integer A) from 0 to 2, do (Actions)
Bucle: Acciones
Unidad - Create 2 Sacerdote for Jugador 1 (rojo) at Humanos_Spawn[(Integer A)] facing Vista edificio predeterminada degrees
Custom script: call RemoveLocation(udg_Humanos_Spawn[GetForLoopIndexA()])
Set Humanos_Spawn[0] = (Center of Humanos <gen>)
Set Humanos_Spawn[1] = (Center of Humanos 2 <gen>)
Set Humanos_Spawn[2] = (Center of Humanos 3 <gen>)
- Spoiler:
- Código:
Orcos
Acontecimientos
Condiciones
Aparicion Igual a True
Acciones
For each (Integer A) from 0 to 2, do (Actions)
Bucle: Acciones
Unidad - Create 3 Grunt for Jugador 2 (azul) at Orcos_Spawn[(Integer A)] facing Vista edificio predeterminada degrees
Custom script: call RemoveLocation(udg_Orcos_Spawn[GetForLoopIndexA()])
Set Orcos_Spawn[0] = (Center of Orcos <gen>)
Set Orcos_Spawn[1] = (Center of Orcos 2 <gen>)
Set Orcos_Spawn[2] = (Center of Orcos 3 <gen>)
Wait 2.00 seconds
For each (Integer A) from 0 to 2, do (Actions)
Bucle: Acciones
Unidad - Create 2 Troll Arrancacabezas for Jugador 2 (azul) at Orcos_Spawn[(Integer A)] facing Vista edificio predeterminada degrees
Custom script: call RemoveLocation(udg_Orcos_Spawn[GetForLoopIndexA()])
Set Orcos_Spawn[0] = (Center of Orcos <gen>)
Set Orcos_Spawn[1] = (Center of Orcos 2 <gen>)
Set Orcos_Spawn[2] = (Center of Orcos 3 <gen>)
For each (Integer A) from 0 to 2, do (Actions)
Bucle: Acciones
Unidad - Create 1 Incursor for Jugador 2 (azul) at Orcos_Spawn[(Integer A)] facing Vista edificio predeterminada degrees
Custom script: call RemoveLocation(udg_Orcos_Spawn[GetForLoopIndexA()])
Set Orcos_Spawn[0] = (Center of Orcos <gen>)
Set Orcos_Spawn[1] = (Center of Orcos 2 <gen>)
Set Orcos_Spawn[2] = (Center of Orcos 3 <gen>)
For each (Integer A) from 0 to 2, do (Actions)
Bucle: Acciones
Unidad - Create 2 Chamán for Jugador 2 (azul) at Orcos_Spawn[(Integer A)] facing Vista edificio predeterminada degrees
Custom script: call RemoveLocation(udg_Orcos_Spawn[GetForLoopIndexA()])
Set Orcos_Spawn[0] = (Center of Orcos <gen>)
Set Orcos_Spawn[1] = (Center of Orcos 2 <gen>)
Set Orcos_Spawn[2] = (Center of Orcos 3 <gen>)
- Spoiler:
- Código:
Movimiento Humano
Acontecimientos
Unidad - A unit enters Humanos <gen>
Condiciones
(Owner of (Triggering unit)) Igual a Jugador 1 (rojo)
Acciones
Set Orcos_Spawn[0] = (Center of Orcos <gen>)
Unidad - Order (Triggering unit) to Atacar-mover a Orcos_Spawn[0]
Custom script: call RemoveLocation(udg_Orcos_Spawn[0])
- Spoiler:
- Código:
Movimiento Humano 2
Acontecimientos
Unidad - A unit enters Humanos 2 <gen>
Condiciones
(Owner of (Triggering unit)) Igual a Jugador 1 (rojo)
Acciones
Set Orcos_Spawn[1] = (Center of Orcos 2 <gen>)
Unidad - Order (Triggering unit) to Atacar-mover a Orcos_Spawn[1]
Custom script: call RemoveLocation(udg_Orcos_Spawn[1])
- Spoiler:
- Código:
Movimiento Humano 3
Acontecimientos
Unidad - A unit enters Humanos 3 <gen>
Condiciones
(Owner of (Triggering unit)) Igual a Jugador 1 (rojo)
Acciones
Set Orcos_Spawn[2] = (Center of Orcos 3 <gen>)
Unidad - Order (Triggering unit) to Atacar-mover a Orcos_Spawn[2]
Custom script: call RemoveLocation(udg_Orcos_Spawn[2])
- Spoiler:
- Código:
Movimiento Orcos
Acontecimientos
Unidad - A unit enters Orcos <gen>
Condiciones
(Owner of (Triggering unit)) Igual a Jugador 2 (azul)
Acciones
Set Humanos_Spawn[0] = (Center of Humanos <gen>)
Unidad - Order (Triggering unit) to Atacar-mover a Humanos_Spawn[0]
Custom script: call RemoveLocation(udg_Humanos_Spawn[0])
- Spoiler:
- Código:
Movimiento Orcos 2
Acontecimientos
Unidad - A unit enters Orcos 2 <gen>
Condiciones
(Owner of (Triggering unit)) Igual a Jugador 2 (azul)
Acciones
Set Humanos_Spawn[1] = (Center of Humanos 2 <gen>)
Unidad - Order (Triggering unit) to Atacar-mover a Humanos_Spawn[1]
Custom script: call RemoveLocation(udg_Humanos_Spawn[1])
- Spoiler:
- Código:
Movimiento Orcos 3
Acontecimientos
Unidad - A unit enters Orcos 3 <gen>
Condiciones
(Owner of (Triggering unit)) Igual a Jugador 2 (azul)
Acciones
Set Humanos_Spawn[2] = (Center of Humanos 3 <gen>)
Unidad - Order (Triggering unit) to Atacar-mover a Humanos_Spawn[2]
Custom script: call RemoveLocation(udg_Humanos_Spawn[2])
Parece mucho para un detonador pero si tienen un poco de experiencia es facil
:button: Copien y Pegen el Detonador y sus Variables en su mapa :button:
Suerte Noz Vemoz