Posted by: AdrianeMapMaker - Saturday, December 17, 2016 6:52:33 AM
[i]
***If***
True
***Then***
Set Flag Named 'FlagBuild' To False
Set Player 'Gla' Unable To Build Units
Set Player 'Gla' Unable To Build Buildings
Set timer 'intro end' expire in _sec[/i]
Posted by: acidbrain - Saturday, December 17, 2016 9:55:01 AM
I have 1 tip...
If you use generic scripts in a mission then always be sure that it is a pulse so use a flag for instance...
The following scripts are subroutines which are active and dont deactivate on succes.
[code]
***IF***
Flag attack is false
*AND*
Player has units in area blabla
***THEN***
Team starts hunting
Set flag attack to True
[/code]
And the reset of the flag when the area is save again...
[code]
***IF***
Flag attack is true
*AND*
Player doesnt have units in area blabla
***THEN***
Team starts guarding
Set flag attack to false
[/code]
The reason for this is that when a subroutine is running and it remains true a team starts running and stands on the same place while running, you can see this very good with infantry, had that a lot when i just started scripting.
You only use this method in generic scripts because the scripts on the behavior tab are pulses...
Posted by: zero hour mad map maker - Saturday, December 17, 2016 11:42:03 AM
That's a handy tutorial! Nice work!
Thanks for the added tip AcidBrain!
Posted by: AdrianeMapMaker - Saturday, December 17, 2016 7:36:05 PM
[i]***If***
True
***Then***
Set Flag To 'BuildUpgrades' To False
Set Timer 'Build' To Expire in 250Sec
[/i]
Posted by: AdrianeMapMaker - Sunday, December 18, 2016 1:51:45 AM
Posted by: AdrianeMapMaker - Monday, January 9, 2017 2:35:37 AM
**if**
[i]This 'Unit' is Destroyed
**then**
Play Music Track 'Glaf' (fade in) Yes (Fade Out) yes
Set Timer For 'ActualDefeatSript' to Expires on 8sec.[/i]
Posted by: NewtronGamer3 - Sunday, January 15, 2017 1:56:37 PM