• Unfortunately, we have experienced significant hard drive damage that requires urgent maintenance and rebuilding. The forum will be a state of read only until we install our new drives and rebuild all the configurations needed. Please follow our Facebook page for updates, we will be back up shortly! (The forum could go offline at any given time due to the nature of the failed drives whilst awaiting the upgrades.) When you see an Incapsula error, you know we are in the process of migration.

lerning by ?! - doing ?

off@kal. - on@gw2/d3 :)
Joined
May 30, 2009
Messages
772
Reaction score
480
hey guys, for the pro's here...
im learning how to write scripts atm, but not for this game, for an other one..

how to let them spawn auto, or killing by pointing point (x)

u guys think that if i know what and how 2 do that i can use it also in kalonline?


here a small text of my code that i already made

include "TriggerLibs/NativeLib"
include "TriggerLibs/LibertyLib"

//--------------------------------------------------------------------------------------------------
// Library Initialization
//--------------------------------------------------------------------------------------------------
void InitLibs () {
libNtve_InitLib();
libLbty_InitLib();
}

//--------------------------------------------------------------------------------------------------
// Trigger Variables
//--------------------------------------------------------------------------------------------------
trigger gt_Spieler1eigenschaften;
trigger gt_Spieler1eigenschaften2;
trigger gt_Spieler1eigenschaften3;
trigger gt_Spieler1eigenschaften4;
trigger gt_SpawnUnitdPlayer1;
trigger gt_SpawnUnitdPlayer2;
trigger gt_SpawnUnitdPlayer3;
trigger gt_SpawnUnitdPlayer4;
trigger gt_KillCreeps;
trigger gt_spawnmoveplayer1;
trigger gt_Player1GeldbyTime;
trigger gt_Player1GeldbyTime2;
trigger gt_Player1GeldbyTime3;
trigger gt_Player1GeldbyTime4;
trigger gt_Spieler1;
trigger gt_Spieler2;
trigger gt_Spieler3;
trigger gt_Spieler4;
trigger gt__120secultraspawn;
trigger gt_Player1;
trigger gt_Player2;
trigger gt_Player3;
trigger gt_Player4;

//--------------------------------------------------------------------------------------------------
// Trigger: Spieler 1 eigenschaften
//--------------------------------------------------------------------------------------------------
bool gt_Spieler1eigenschaften_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

libNtve_gf_SetAlliance(1, 2, 0);
MeleeInitResources();
VisRevealArea(1, RegionEntireMap(), 0.0, false);
MeleeInitAI();
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Spieler1eigenschaften_Init () {
gt_Spieler1eigenschaften = TriggerCreate("gt_Spieler1eigenschaften_Func");
TriggerAddEventMapInit(gt_Spieler1eigenschaften);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spieler 1 eigenschaften 2
//--------------------------------------------------------------------------------------------------
bool gt_Spieler1eigenschaften2_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

libNtve_gf_SetAlliance(2, 1, 0);
VisRevealArea(2, RegionEntireMap(), 0.0, false);
MeleeInitAI();
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Spieler1eigenschaften2_Init () {
gt_Spieler1eigenschaften2 = TriggerCreate("gt_Spieler1eigenschaften2_Func");
TriggerAddEventMapInit(gt_Spieler1eigenschaften2);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spieler 1 eigenschaften 3
//--------------------------------------------------------------------------------------------------
bool gt_Spieler1eigenschaften3_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

libNtve_gf_SetAlliance(3, 4, 0);
VisRevealArea(3, RegionEntireMap(), 0.0, false);
MeleeInitAI();
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Spieler1eigenschaften3_Init () {
gt_Spieler1eigenschaften3 = TriggerCreate("gt_Spieler1eigenschaften3_Func");
TriggerAddEventMapInit(gt_Spieler1eigenschaften3);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spieler 1 eigenschaften 4
//--------------------------------------------------------------------------------------------------
bool gt_Spieler1eigenschaften4_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

libNtve_gf_SetAlliance(4, 3, 0);
VisRevealArea(4, RegionEntireMap(), 0.0, false);
MeleeInitAI();
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Spieler1eigenschaften4_Init () {
gt_Spieler1eigenschaften4 = TriggerCreate("gt_Spieler1eigenschaften4_Func");
TriggerAddEventMapInit(gt_Spieler1eigenschaften4);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spawn Unitd Player 1
//--------------------------------------------------------------------------------------------------
bool gt_SpawnUnitdPlayer1_Func (bool testConds, bool runActions) {
// Conditions
if (testConds) {
if (!((true))) {
return false;
}
}

// Actions
if (!runActions) {
return true;
}

UnitCreate(1, "Marine", 0, 1, UnitGetPosition(UnitFromId(1)), 270.0);
UnitIssueOrder(UnitLastCreated(), OrderTargetingPoint(AbilityCommand("move", 0), RegionGetCenter(RegionFromId(2))), c_orderQueueReplace);
UnitIssueOrder(UnitLastCreated(), OrderTargetingRelativePoint(AbilityCommand("attack", 0), PointFromId(30)), c_orderQueueReplace);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_SpawnUnitdPlayer1_Init () {
gt_SpawnUnitdPlayer1 = TriggerCreate("gt_SpawnUnitdPlayer1_Func");
TriggerAddEventTimePeriodic(gt_SpawnUnitdPlayer1, 3.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spawn Unitd Player 2
//--------------------------------------------------------------------------------------------------
bool gt_SpawnUnitdPlayer2_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

UnitCreate(1, "Marine", 0, 2, UnitGetPosition(UnitFromId(2)), 270.0);
UnitIssueOrder(UnitLastCreated(), OrderTargetingPoint(AbilityCommand("move", 0), RegionGetCenter(RegionFromId(3))), c_orderQueueReplace);
UnitIssueOrder(UnitLastCreated(), OrderTargetingRelativePoint(AbilityCommand("attack", 0), PointFromId(31)), c_orderQueueReplace);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_SpawnUnitdPlayer2_Init () {
gt_SpawnUnitdPlayer2 = TriggerCreate("gt_SpawnUnitdPlayer2_Func");
TriggerAddEventTimePeriodic(gt_SpawnUnitdPlayer2, 3.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spawn Unitd Player 3
//--------------------------------------------------------------------------------------------------
bool gt_SpawnUnitdPlayer3_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

UnitCreate(1, "Marine", 0, 3, UnitGetPosition(UnitFromId(3)), 270.0);
UnitIssueOrder(UnitLastCreated(), OrderTargetingPoint(AbilityCommand("move", 0), RegionGetCenter(RegionFromId(4))), c_orderQueueReplace);
UnitIssueOrder(UnitLastCreated(), OrderTargetingRelativePoint(AbilityCommand("attack", 0), PointFromId(32)), c_orderQueueReplace);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_SpawnUnitdPlayer3_Init () {
gt_SpawnUnitdPlayer3 = TriggerCreate("gt_SpawnUnitdPlayer3_Func");
TriggerAddEventTimePeriodic(gt_SpawnUnitdPlayer3, 3.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spawn Unitd Player 4
//--------------------------------------------------------------------------------------------------
bool gt_SpawnUnitdPlayer4_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

UnitCreate(1, "Marine", 0, 4, UnitGetPosition(UnitFromId(4)), 270.0);
UnitIssueOrder(UnitLastCreated(), OrderTargetingPoint(AbilityCommand("move", 0), RegionGetCenter(RegionFromId(5))), c_orderQueueReplace);
UnitIssueOrder(UnitLastCreated(), OrderTargetingRelativePoint(AbilityCommand("attack", 0), PointFromId(33)), c_orderQueueReplace);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_SpawnUnitdPlayer4_Init () {
gt_SpawnUnitdPlayer4 = TriggerCreate("gt_SpawnUnitdPlayer4_Func");
TriggerAddEventTimePeriodic(gt_SpawnUnitdPlayer4, 3.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Kill Creeps
//--------------------------------------------------------------------------------------------------
bool gt_KillCreeps_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

UnitRemove(EventUnit());
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_KillCreeps_Init () {
gt_KillCreeps = TriggerCreate("gt_KillCreeps_Func");
TriggerAddEventUnitRegion(gt_KillCreeps, null, RegionFromId(1), true);
}

//--------------------------------------------------------------------------------------------------
// Trigger: spawn move player 1
//--------------------------------------------------------------------------------------------------
bool gt_spawnmoveplayer1_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

UnitIssueOrder(EventUnit(), OrderTargetingPoint(AbilityCommand("move", 0), PointFromId(30)), c_orderQueueReplace);
UnitIssueOrder(EventUnit(), OrderTargetingPoint(AbilityCommand("attack", 0), PointFromId(30)), c_orderQueueReplace);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_spawnmoveplayer1_Init () {
gt_spawnmoveplayer1 = TriggerCreate("gt_spawnmoveplayer1_Func");
TriggerAddEventUnitRangePoint(gt_spawnmoveplayer1, null, PointFromId(26), 1.0, true);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Player 1 Geld by Time
//--------------------------------------------------------------------------------------------------
bool gt_Player1GeldbyTime_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

PlayerModifyPropertyInt(1, c_playerPropMinerals, c_playerPropOperAdd, 15);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Player1GeldbyTime_Init () {
gt_Player1GeldbyTime = TriggerCreate("gt_Player1GeldbyTime_Func");
TriggerAddEventTimeElapsed(gt_Player1GeldbyTime, 45.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Player 1 Geld by Time 2
//--------------------------------------------------------------------------------------------------
bool gt_Player1GeldbyTime2_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

PlayerModifyPropertyInt(2, c_playerPropMinerals, c_playerPropOperAdd, 15);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Player1GeldbyTime2_Init () {
gt_Player1GeldbyTime2 = TriggerCreate("gt_Player1GeldbyTime2_Func");
TriggerAddEventTimeElapsed(gt_Player1GeldbyTime2, 45.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Player 1 Geld by Time 3
//--------------------------------------------------------------------------------------------------
bool gt_Player1GeldbyTime3_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

PlayerModifyPropertyInt(3, c_playerPropMinerals, c_playerPropOperAdd, 15);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Player1GeldbyTime3_Init () {
gt_Player1GeldbyTime3 = TriggerCreate("gt_Player1GeldbyTime3_Func");
TriggerAddEventTimeElapsed(gt_Player1GeldbyTime3, 45.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Player 1 Geld by Time 4
//--------------------------------------------------------------------------------------------------
bool gt_Player1GeldbyTime4_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

PlayerModifyPropertyInt(4, c_playerPropMinerals, c_playerPropOperAdd, 15);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Player1GeldbyTime4_Init () {
gt_Player1GeldbyTime4 = TriggerCreate("gt_Player1GeldbyTime4_Func");
TriggerAddEventTimeElapsed(gt_Player1GeldbyTime4, 45.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spieler 1
//--------------------------------------------------------------------------------------------------
bool gt_Spieler1_Func (bool testConds, bool runActions) {
// Conditions
if (testConds) {
if (!((UnitGetOwner(EventUnitTarget()) == 1))) {
return false;
}
}

// Actions
if (!runActions) {
return true;
}

PlayerModifyPropertyInt(1, c_playerPropVespene, c_playerPropOperAdd, 2);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Spieler1_Init () {
gt_Spieler1 = TriggerCreate("gt_Spieler1_Func");
TriggerAddEventUnitDied(gt_Spieler1, null);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spieler 2
//--------------------------------------------------------------------------------------------------
bool gt_Spieler2_Func (bool testConds, bool runActions) {
// Conditions
if (testConds) {
if (!((UnitGetOwner(EventUnitTarget()) == 1))) {
return false;
}
}

// Actions
if (!runActions) {
return true;
}

PlayerModifyPropertyInt(2, c_playerPropVespene, c_playerPropOperAdd, 2);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Spieler2_Init () {
gt_Spieler2 = TriggerCreate("gt_Spieler2_Func");
TriggerAddEventUnitDied(gt_Spieler2, null);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spieler 3
//--------------------------------------------------------------------------------------------------
bool gt_Spieler3_Func (bool testConds, bool runActions) {
// Conditions
if (testConds) {
if (!((UnitGetOwner(EventUnitTarget()) == 1))) {
return false;
}
}

// Actions
if (!runActions) {
return true;
}

PlayerModifyPropertyInt(3, c_playerPropVespene, c_playerPropOperAdd, 2);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Spieler3_Init () {
gt_Spieler3 = TriggerCreate("gt_Spieler3_Func");
TriggerAddEventUnitDied(gt_Spieler3, null);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spieler 4
//--------------------------------------------------------------------------------------------------
bool gt_Spieler4_Func (bool testConds, bool runActions) {
// Conditions
if (testConds) {
if (!((UnitGetOwner(EventUnitTarget()) == 1))) {
return false;
}
}

// Actions
if (!runActions) {
return true;
}

PlayerModifyPropertyInt(4, c_playerPropVespene, c_playerPropOperAdd, 2);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Spieler4_Init () {
gt_Spieler4 = TriggerCreate("gt_Spieler4_Func");
TriggerAddEventUnitDied(gt_Spieler4, null);
}

//--------------------------------------------------------------------------------------------------
// Trigger: 120sec ultra spawn
//--------------------------------------------------------------------------------------------------
bool gt__120secultraspawn_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

UnitCreate(1, "Ultralisk", 0, 15, UnitGetPosition(UnitFromId(265)), 270.0);
UnitIssueOrder(UnitLastCreated(), OrderTargetingPoint(AbilityCommand("move", 0), RegionGetCenter(RegionFromId(6))), c_orderQueueReplace);
UnitSetPosition(EventUnit(), PointFromId(263), false);
UnitIssueOrder(UnitLastCreated(), OrderTargetingRelativePoint(AbilityCommand("attack", 0), PointFromId(264)), c_orderQueueReplace);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt__120secultraspawn_Init () {
gt__120secultraspawn = TriggerCreate("gt__120secultraspawn_Func");
TriggerAddEventTimeElapsed(gt__120secultraspawn, 5.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Player 1
//--------------------------------------------------------------------------------------------------
bool gt_Player1_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

libLbty_gf_OrderWorkerstoGatherNearbyResources(RegionEntireMap(), 1);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Player1_Init () {
gt_Player1 = TriggerCreate("gt_Player1_Func");
TriggerAddEventUnitOrder(gt_Player1, null, AbilityCommand("move", 0));
}

//--------------------------------------------------------------------------------------------------
// Trigger: Player 2
//--------------------------------------------------------------------------------------------------
bool gt_Player2_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

libLbty_gf_OrderWorkerstoGatherNearbyResources(RegionEntireMap(), 2);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Player2_Init () {
gt_Player2 = TriggerCreate("gt_Player2_Func");
}

//--------------------------------------------------------------------------------------------------
// Trigger: Player 3
//--------------------------------------------------------------------------------------------------
bool gt_Player3_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

libLbty_gf_OrderWorkerstoGatherNearbyResources(RegionEntireMap(), 3);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Player3_Init () {
gt_Player3 = TriggerCreate("gt_Player3_Func");
}

//--------------------------------------------------------------------------------------------------
// Trigger: Player 4
//--------------------------------------------------------------------------------------------------
bool gt_Player4_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

libLbty_gf_OrderWorkerstoGatherNearbyResources(RegionEntireMap(), 4);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Player4_Init () {
gt_Player4 = TriggerCreate("gt_Player4_Func");
}

//--------------------------------------------------------------------------------------------------
// Trigger Initialization
//--------------------------------------------------------------------------------------------------
void InitTriggers () {
gt_Spieler1eigenschaften_Init();
gt_Spieler1eigenschaften2_Init();
gt_Spieler1eigenschaften3_Init();
gt_Spieler1eigenschaften4_Init();
gt_SpawnUnitdPlayer1_Init();
gt_SpawnUnitdPlayer2_Init();
gt_SpawnUnitdPlayer3_Init();
gt_SpawnUnitdPlayer4_Init();
gt_KillCreeps_Init();
gt_spawnmoveplayer1_Init();
gt_Player1GeldbyTime_Init();
gt_Player1GeldbyTime2_Init();
gt_Player1GeldbyTime3_Init();
gt_Player1GeldbyTime4_Init();
gt_Spieler1_Init();
gt_Spieler2_Init();
gt_Spieler3_Init();
gt_Spieler4_Init();
gt__120secultraspawn_Init();
gt_Player1_Init();
gt_Player2_Init();
gt_Player3_Init();
gt_Player4_Init();
}

//--------------------------------------------------------------------------------------------------
// Map Initialization
//--------------------------------------------------------------------------------------------------
void InitMap () {
InitLibs();
InitTriggers();
}
 
Banned
Banned
Joined
Dec 13, 2012
Messages
182
Reaction score
25
hey guys, for the pro's here...
im learning how to write scripts atm, but not for this game, for an other one..

how to let them spawn auto, or killing by pointing point (x)

u guys think that if i know what and how 2 do that i can use it also in kalonline?


here a small text of my code that i already made

include "TriggerLibs/NativeLib"
include "TriggerLibs/LibertyLib"

//--------------------------------------------------------------------------------------------------
// Library Initialization
//--------------------------------------------------------------------------------------------------
void InitLibs () {
libNtve_InitLib();
libLbty_InitLib();
}

//--------------------------------------------------------------------------------------------------
// Trigger Variables
//--------------------------------------------------------------------------------------------------
trigger gt_Spieler1eigenschaften;
trigger gt_Spieler1eigenschaften2;
trigger gt_Spieler1eigenschaften3;
trigger gt_Spieler1eigenschaften4;
trigger gt_SpawnUnitdPlayer1;
trigger gt_SpawnUnitdPlayer2;
trigger gt_SpawnUnitdPlayer3;
trigger gt_SpawnUnitdPlayer4;
trigger gt_KillCreeps;
trigger gt_spawnmoveplayer1;
trigger gt_Player1GeldbyTime;
trigger gt_Player1GeldbyTime2;
trigger gt_Player1GeldbyTime3;
trigger gt_Player1GeldbyTime4;
trigger gt_Spieler1;
trigger gt_Spieler2;
trigger gt_Spieler3;
trigger gt_Spieler4;
trigger gt__120secultraspawn;
trigger gt_Player1;
trigger gt_Player2;
trigger gt_Player3;
trigger gt_Player4;

//--------------------------------------------------------------------------------------------------
// Trigger: Spieler 1 eigenschaften
//--------------------------------------------------------------------------------------------------
bool gt_Spieler1eigenschaften_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

libNtve_gf_SetAlliance(1, 2, 0);
MeleeInitResources();
VisRevealArea(1, RegionEntireMap(), 0.0, false);
MeleeInitAI();
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Spieler1eigenschaften_Init () {
gt_Spieler1eigenschaften = TriggerCreate("gt_Spieler1eigenschaften_Func");
TriggerAddEventMapInit(gt_Spieler1eigenschaften);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spieler 1 eigenschaften 2
//--------------------------------------------------------------------------------------------------
bool gt_Spieler1eigenschaften2_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

libNtve_gf_SetAlliance(2, 1, 0);
VisRevealArea(2, RegionEntireMap(), 0.0, false);
MeleeInitAI();
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Spieler1eigenschaften2_Init () {
gt_Spieler1eigenschaften2 = TriggerCreate("gt_Spieler1eigenschaften2_Func");
TriggerAddEventMapInit(gt_Spieler1eigenschaften2);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spieler 1 eigenschaften 3
//--------------------------------------------------------------------------------------------------
bool gt_Spieler1eigenschaften3_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

libNtve_gf_SetAlliance(3, 4, 0);
VisRevealArea(3, RegionEntireMap(), 0.0, false);
MeleeInitAI();
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Spieler1eigenschaften3_Init () {
gt_Spieler1eigenschaften3 = TriggerCreate("gt_Spieler1eigenschaften3_Func");
TriggerAddEventMapInit(gt_Spieler1eigenschaften3);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spieler 1 eigenschaften 4
//--------------------------------------------------------------------------------------------------
bool gt_Spieler1eigenschaften4_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

libNtve_gf_SetAlliance(4, 3, 0);
VisRevealArea(4, RegionEntireMap(), 0.0, false);
MeleeInitAI();
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Spieler1eigenschaften4_Init () {
gt_Spieler1eigenschaften4 = TriggerCreate("gt_Spieler1eigenschaften4_Func");
TriggerAddEventMapInit(gt_Spieler1eigenschaften4);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spawn Unitd Player 1
//--------------------------------------------------------------------------------------------------
bool gt_SpawnUnitdPlayer1_Func (bool testConds, bool runActions) {
// Conditions
if (testConds) {
if (!((true))) {
return false;
}
}

// Actions
if (!runActions) {
return true;
}

UnitCreate(1, "Marine", 0, 1, UnitGetPosition(UnitFromId(1)), 270.0);
UnitIssueOrder(UnitLastCreated(), OrderTargetingPoint(AbilityCommand("move", 0), RegionGetCenter(RegionFromId(2))), c_orderQueueReplace);
UnitIssueOrder(UnitLastCreated(), OrderTargetingRelativePoint(AbilityCommand("attack", 0), PointFromId(30)), c_orderQueueReplace);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_SpawnUnitdPlayer1_Init () {
gt_SpawnUnitdPlayer1 = TriggerCreate("gt_SpawnUnitdPlayer1_Func");
TriggerAddEventTimePeriodic(gt_SpawnUnitdPlayer1, 3.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spawn Unitd Player 2
//--------------------------------------------------------------------------------------------------
bool gt_SpawnUnitdPlayer2_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

UnitCreate(1, "Marine", 0, 2, UnitGetPosition(UnitFromId(2)), 270.0);
UnitIssueOrder(UnitLastCreated(), OrderTargetingPoint(AbilityCommand("move", 0), RegionGetCenter(RegionFromId(3))), c_orderQueueReplace);
UnitIssueOrder(UnitLastCreated(), OrderTargetingRelativePoint(AbilityCommand("attack", 0), PointFromId(31)), c_orderQueueReplace);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_SpawnUnitdPlayer2_Init () {
gt_SpawnUnitdPlayer2 = TriggerCreate("gt_SpawnUnitdPlayer2_Func");
TriggerAddEventTimePeriodic(gt_SpawnUnitdPlayer2, 3.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spawn Unitd Player 3
//--------------------------------------------------------------------------------------------------
bool gt_SpawnUnitdPlayer3_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

UnitCreate(1, "Marine", 0, 3, UnitGetPosition(UnitFromId(3)), 270.0);
UnitIssueOrder(UnitLastCreated(), OrderTargetingPoint(AbilityCommand("move", 0), RegionGetCenter(RegionFromId(4))), c_orderQueueReplace);
UnitIssueOrder(UnitLastCreated(), OrderTargetingRelativePoint(AbilityCommand("attack", 0), PointFromId(32)), c_orderQueueReplace);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_SpawnUnitdPlayer3_Init () {
gt_SpawnUnitdPlayer3 = TriggerCreate("gt_SpawnUnitdPlayer3_Func");
TriggerAddEventTimePeriodic(gt_SpawnUnitdPlayer3, 3.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spawn Unitd Player 4
//--------------------------------------------------------------------------------------------------
bool gt_SpawnUnitdPlayer4_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

UnitCreate(1, "Marine", 0, 4, UnitGetPosition(UnitFromId(4)), 270.0);
UnitIssueOrder(UnitLastCreated(), OrderTargetingPoint(AbilityCommand("move", 0), RegionGetCenter(RegionFromId(5))), c_orderQueueReplace);
UnitIssueOrder(UnitLastCreated(), OrderTargetingRelativePoint(AbilityCommand("attack", 0), PointFromId(33)), c_orderQueueReplace);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_SpawnUnitdPlayer4_Init () {
gt_SpawnUnitdPlayer4 = TriggerCreate("gt_SpawnUnitdPlayer4_Func");
TriggerAddEventTimePeriodic(gt_SpawnUnitdPlayer4, 3.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Kill Creeps
//--------------------------------------------------------------------------------------------------
bool gt_KillCreeps_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

UnitRemove(EventUnit());
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_KillCreeps_Init () {
gt_KillCreeps = TriggerCreate("gt_KillCreeps_Func");
TriggerAddEventUnitRegion(gt_KillCreeps, null, RegionFromId(1), true);
}

//--------------------------------------------------------------------------------------------------
// Trigger: spawn move player 1
//--------------------------------------------------------------------------------------------------
bool gt_spawnmoveplayer1_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

UnitIssueOrder(EventUnit(), OrderTargetingPoint(AbilityCommand("move", 0), PointFromId(30)), c_orderQueueReplace);
UnitIssueOrder(EventUnit(), OrderTargetingPoint(AbilityCommand("attack", 0), PointFromId(30)), c_orderQueueReplace);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_spawnmoveplayer1_Init () {
gt_spawnmoveplayer1 = TriggerCreate("gt_spawnmoveplayer1_Func");
TriggerAddEventUnitRangePoint(gt_spawnmoveplayer1, null, PointFromId(26), 1.0, true);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Player 1 Geld by Time
//--------------------------------------------------------------------------------------------------
bool gt_Player1GeldbyTime_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

PlayerModifyPropertyInt(1, c_playerPropMinerals, c_playerPropOperAdd, 15);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Player1GeldbyTime_Init () {
gt_Player1GeldbyTime = TriggerCreate("gt_Player1GeldbyTime_Func");
TriggerAddEventTimeElapsed(gt_Player1GeldbyTime, 45.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Player 1 Geld by Time 2
//--------------------------------------------------------------------------------------------------
bool gt_Player1GeldbyTime2_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

PlayerModifyPropertyInt(2, c_playerPropMinerals, c_playerPropOperAdd, 15);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Player1GeldbyTime2_Init () {
gt_Player1GeldbyTime2 = TriggerCreate("gt_Player1GeldbyTime2_Func");
TriggerAddEventTimeElapsed(gt_Player1GeldbyTime2, 45.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Player 1 Geld by Time 3
//--------------------------------------------------------------------------------------------------
bool gt_Player1GeldbyTime3_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

PlayerModifyPropertyInt(3, c_playerPropMinerals, c_playerPropOperAdd, 15);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Player1GeldbyTime3_Init () {
gt_Player1GeldbyTime3 = TriggerCreate("gt_Player1GeldbyTime3_Func");
TriggerAddEventTimeElapsed(gt_Player1GeldbyTime3, 45.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Player 1 Geld by Time 4
//--------------------------------------------------------------------------------------------------
bool gt_Player1GeldbyTime4_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

PlayerModifyPropertyInt(4, c_playerPropMinerals, c_playerPropOperAdd, 15);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Player1GeldbyTime4_Init () {
gt_Player1GeldbyTime4 = TriggerCreate("gt_Player1GeldbyTime4_Func");
TriggerAddEventTimeElapsed(gt_Player1GeldbyTime4, 45.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spieler 1
//--------------------------------------------------------------------------------------------------
bool gt_Spieler1_Func (bool testConds, bool runActions) {
// Conditions
if (testConds) {
if (!((UnitGetOwner(EventUnitTarget()) == 1))) {
return false;
}
}

// Actions
if (!runActions) {
return true;
}

PlayerModifyPropertyInt(1, c_playerPropVespene, c_playerPropOperAdd, 2);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Spieler1_Init () {
gt_Spieler1 = TriggerCreate("gt_Spieler1_Func");
TriggerAddEventUnitDied(gt_Spieler1, null);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spieler 2
//--------------------------------------------------------------------------------------------------
bool gt_Spieler2_Func (bool testConds, bool runActions) {
// Conditions
if (testConds) {
if (!((UnitGetOwner(EventUnitTarget()) == 1))) {
return false;
}
}

// Actions
if (!runActions) {
return true;
}

PlayerModifyPropertyInt(2, c_playerPropVespene, c_playerPropOperAdd, 2);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Spieler2_Init () {
gt_Spieler2 = TriggerCreate("gt_Spieler2_Func");
TriggerAddEventUnitDied(gt_Spieler2, null);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spieler 3
//--------------------------------------------------------------------------------------------------
bool gt_Spieler3_Func (bool testConds, bool runActions) {
// Conditions
if (testConds) {
if (!((UnitGetOwner(EventUnitTarget()) == 1))) {
return false;
}
}

// Actions
if (!runActions) {
return true;
}

PlayerModifyPropertyInt(3, c_playerPropVespene, c_playerPropOperAdd, 2);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Spieler3_Init () {
gt_Spieler3 = TriggerCreate("gt_Spieler3_Func");
TriggerAddEventUnitDied(gt_Spieler3, null);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Spieler 4
//--------------------------------------------------------------------------------------------------
bool gt_Spieler4_Func (bool testConds, bool runActions) {
// Conditions
if (testConds) {
if (!((UnitGetOwner(EventUnitTarget()) == 1))) {
return false;
}
}

// Actions
if (!runActions) {
return true;
}

PlayerModifyPropertyInt(4, c_playerPropVespene, c_playerPropOperAdd, 2);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Spieler4_Init () {
gt_Spieler4 = TriggerCreate("gt_Spieler4_Func");
TriggerAddEventUnitDied(gt_Spieler4, null);
}

//--------------------------------------------------------------------------------------------------
// Trigger: 120sec ultra spawn
//--------------------------------------------------------------------------------------------------
bool gt__120secultraspawn_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

UnitCreate(1, "Ultralisk", 0, 15, UnitGetPosition(UnitFromId(265)), 270.0);
UnitIssueOrder(UnitLastCreated(), OrderTargetingPoint(AbilityCommand("move", 0), RegionGetCenter(RegionFromId(6))), c_orderQueueReplace);
UnitSetPosition(EventUnit(), PointFromId(263), false);
UnitIssueOrder(UnitLastCreated(), OrderTargetingRelativePoint(AbilityCommand("attack", 0), PointFromId(264)), c_orderQueueReplace);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt__120secultraspawn_Init () {
gt__120secultraspawn = TriggerCreate("gt__120secultraspawn_Func");
TriggerAddEventTimeElapsed(gt__120secultraspawn, 5.0, c_timeReal);
}

//--------------------------------------------------------------------------------------------------
// Trigger: Player 1
//--------------------------------------------------------------------------------------------------
bool gt_Player1_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

libLbty_gf_OrderWorkerstoGatherNearbyResources(RegionEntireMap(), 1);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Player1_Init () {
gt_Player1 = TriggerCreate("gt_Player1_Func");
TriggerAddEventUnitOrder(gt_Player1, null, AbilityCommand("move", 0));
}

//--------------------------------------------------------------------------------------------------
// Trigger: Player 2
//--------------------------------------------------------------------------------------------------
bool gt_Player2_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

libLbty_gf_OrderWorkerstoGatherNearbyResources(RegionEntireMap(), 2);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Player2_Init () {
gt_Player2 = TriggerCreate("gt_Player2_Func");
}

//--------------------------------------------------------------------------------------------------
// Trigger: Player 3
//--------------------------------------------------------------------------------------------------
bool gt_Player3_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

libLbty_gf_OrderWorkerstoGatherNearbyResources(RegionEntireMap(), 3);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Player3_Init () {
gt_Player3 = TriggerCreate("gt_Player3_Func");
}

//--------------------------------------------------------------------------------------------------
// Trigger: Player 4
//--------------------------------------------------------------------------------------------------
bool gt_Player4_Func (bool testConds, bool runActions) {
// Actions
if (!runActions) {
return true;
}

libLbty_gf_OrderWorkerstoGatherNearbyResources(RegionEntireMap(), 4);
return true;
}

//--------------------------------------------------------------------------------------------------
void gt_Player4_Init () {
gt_Player4 = TriggerCreate("gt_Player4_Func");
}

//--------------------------------------------------------------------------------------------------
// Trigger Initialization
//--------------------------------------------------------------------------------------------------
void InitTriggers () {
gt_Spieler1eigenschaften_Init();
gt_Spieler1eigenschaften2_Init();
gt_Spieler1eigenschaften3_Init();
gt_Spieler1eigenschaften4_Init();
gt_SpawnUnitdPlayer1_Init();
gt_SpawnUnitdPlayer2_Init();
gt_SpawnUnitdPlayer3_Init();
gt_SpawnUnitdPlayer4_Init();
gt_KillCreeps_Init();
gt_spawnmoveplayer1_Init();
gt_Player1GeldbyTime_Init();
gt_Player1GeldbyTime2_Init();
gt_Player1GeldbyTime3_Init();
gt_Player1GeldbyTime4_Init();
gt_Spieler1_Init();
gt_Spieler2_Init();
gt_Spieler3_Init();
gt_Spieler4_Init();
gt__120secultraspawn_Init();
gt_Player1_Init();
gt_Player2_Init();
gt_Player3_Init();
gt_Player4_Init();
}

//--------------------------------------------------------------------------------------------------
// Map Initialization
//--------------------------------------------------------------------------------------------------
void InitMap () {
InitLibs();
InitTriggers();
}

wrong section. should be in Tut ,read the rules pls.
 
off@kal. - on@gw2/d3 :)
Joined
May 30, 2009
Messages
772
Reaction score
480
K thx dont need an answer anymore to my question ! and yep... was not an tutorial, was just an question to the pros under the kalscene like lafreak / alex ...

thx for ur help btw, merry xmas :)
 
Banned
Banned
Joined
Dec 13, 2012
Messages
182
Reaction score
25
Honor
you should learn some letters of english well
then read rules section again

kk Mr:next time i swear i will go to the school next day ,idiot.

K thx dont need an answer anymore to my question ! and yep... was not an tutorial, was just an question to the pros under the kalscene like lafreak / alex ...

thx for ur help btw, merry xmas :)

same to u,merry christmas.
 
Back
Top