Trigger("Force 1"){
Conditions:
Always();
Actions:
Set Switch("Switch1", randomize);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Force 1"){
Conditions:
Switch("Switch1", set);
Actions:
Set Deaths("Current Player", "Terran Marker", Add, 1);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Force 1"){
Conditions:
Always();
Actions:
Set Switch("Switch1", randomize);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Force 1"){
Conditions:
Switch("Switch1", set);
Actions:
Set Deaths("Current Player", "Terran Marker", Add, 2);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Force 1"){
Conditions:
Bring("Force 1", "Terran Marine", "Anywhere", At most, 1);
Deaths("Current Player", "Terran Marker", Exactly, 0);
Command("Current Player", "Any unit", Exactly, 0);
Actions:
Create Unit("Current Player", "Terran Marine", 1, "Anywhere");
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Force 1"){
Conditions:
Bring("Force 1", "Protoss Zealot", "Anywhere", At most, 1);
Deaths("Current Player", "Terran Marker", Exactly, 1);
Command("Current Player", "Any unit", Exactly, 0);
Actions:
Create Unit("Current Player", "Protoss Zealot", 1, "Anywhere");
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Force 1"){
Conditions:
Bring("Force 1", "Zerg Zergling", "Anywhere", At most, 1);
Deaths("Current Player", "Terran Marker", Exactly, 2);
Command("Current Player", "Any unit", Exactly, 0);
Actions:
Create Unit("Current Player", "Zerg Zergling", 1, "Anywhere");
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("Force 1"){
Conditions:
Always();
Actions:
Preserve Trigger();
Set Deaths("Current Player", "Terran Marker", Set To, 0);
}
//-----------------------------------------------------------------//
Trigger("Force 1"){
Conditions:
Always();
Actions:
Set Invincibility("All players", "Any unit", "Anywhere", enabled);
Preserve Trigger();
}
//-----------------------------------------------------------------//
Trigger("All players"){
Conditions:
Bring("All players", "Any unit", "Anywhere", Exactly, 6);
Actions:
Preserve Trigger();
Wait(2000);
Remove Unit("All players", "Any unit");
}
//-----------------------------------------------------------------//
Trigger("All players"){
Conditions:
Always();
Actions:
Preserve Trigger();
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
}
//-----------------------------------------------------------------//
Trigger("All players"){
Conditions:
Always();
Actions:
Preserve Trigger();
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
}
//-----------------------------------------------------------------//
Trigger("All players"){
Conditions:
Always();
Actions:
Preserve Trigger();
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
Wait(0);
}
//-----------------------------------------------------------------//
it takes no time to randomize. You'd probably use a different unit, but you can also use a death count (use terran/toss/zerg marker) of player 8 and current player. The current player dictates the race, and the player 8 determines the total number.
Edit: fixed triggers. It -sorta- worked before. Now it actually works.
"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"