Hey tmmm. I've decided that if I'm not going to be making anymore mazes, so I might as well share my triggers. I've made a large list of maze functions, both land and ice, that anyone can use with just a little help. There are some things that I need to fix, and things I need to add. Hopefully you or anyone uses these triggers because they are very good in my opinion. Also, please tell me if there is a problem or bug in any trigger so I can fix it properly.
The map:
http://www.epicwar.com/maps/183669/I'm expecting questions on how to use these triggers so please ask!
(The trigger 'Help' is helpful when trying to remember unitcodes or parameters for a function; it also shows a list of all the functions that I've made.)
List: [IT IS SUGGESTED NOT TO EDIT FUNCTIONS WITH '*' AS THEY ARE NOT BEING USED WHEN MAKING THE MAZE]
-*Start / Sets up the game view
-*MakeHeroes / Makes the heroes
-*Test / For testing purposes. Press esc to revive, esc to be invuln, esc to be vuln
-*Crash / Crash the game when it is loaded
-*GameSetup / Sets up the maze's variables
-*CheckPlayerStatus / Since bots kick downloaders when someone types !startn, it makes sure to remove the empty hero left at the start of the game
-*GameDefeat / Defeats all players
-*Selection / Selects the players hero for the player
-*Death / Is used for non immolation
-*UnitKill / Specifically for the non immolation killing
-*UnitDies / Resets individual variables for the dying unit
-*ChooseHero / Allows you to press esc at the start to cycle through the 4 hero choices
-*EndHeroes / Turns off hero cycle and sets up the game from there
-*Leave / Is called when a player leaves and deals with it properly
-*Save / Sets up the load trigger which crashes the game
-Checkpoint / Makes the checkpoint trigger
-*ResetCheckpoint / Resets variables after entering a checkpoint
-*RemoveLevel / Removes all units from the previous level after entering a checkpoint
-*GetCamera / Returns the height of your current camera height
-*SetCamera / Sets the height of your camera
-MakeUnit / Makes a unit facing a certain direction
-MakeObject / Makes an immobile object facing down by default
-MakeSpinUnit / Makes a unit that can be manipulated by the Spin function
-Spin / Spins a spinunit based on its x, y, and z distance, speed, and starting position, where z is the height of the unit
-Wind / Gives the illusion of wind blowing you from one direction to another
-*Grab / Grabs a unit
-*GrabOn / Turns on grabbing
-*GrabOff / Turns off grabbing
-SetupGrab / begins grabbing with the first unit being the hero and the second being the thing that's grabbing the hero
-Slow / Like wind, but slow regardless of direction
-Move / moves the unit, if the unittype matches, to another region
-UnitRemove / Removes the triggering unit if the unittype is matched
-*xSlide / Turns on xSliding (ice)
-*xSlideOn / Turns on xSlide
-*xSlideOff / Turns off xSlide
-*ySlide / Turns on ySliding (directional)
-*ySlideOn / Turns on ySlide
-*ySlideOff / Turns off ySlide
-*Turn / Turns the unit based on where it clicks
-Teleport / Teleports a unit to a region
-Terrain / Changes the terrain at a region
-Invulnerable / Turns a unit invulnerable if it enters a region
-Jump / Jumps a unit
-*JumpOn / Turns on jump
-*JumpOff / Turns off jump
-*isFlying / Checks if the hero is flying
-*ReverseSliding / Turns of reverse ice sliding (if you want)
-MultiTeleport / Teleports you to the next regions, and the next, and so on. enter null if you don't need all 16 regions
-*Switch1-5 / For switches
-Attack / Takes a unittype, makes it, and orders it to attack ground at a region
-Patrol / Takes a unittype, makes it, and orders it to patrol at a region
-rPatrol / Takes a unittype, makes it at a small offset from the center of the region, and orders it to patrol to a small offset from the center of the opposite region (for ice so that all the patrol are not aligned)
-TerrainKill / Is turned on if you want terrain kill. takes path, then death terrain
-*CheckUnit1-5 / Checks units for square patrols
-*Move1-20 / Checks movement for square patrols
-Square1-5 / Takes a unittype and makes it move to all 4 regions in a square pattern
-SpawnHorizontal / Spawns units horizonally in sets of 3, going randomly
-SpawnVertical / Same thing but vertical
-SpawnHorizontalRandom / Same thing, but makes sets of how ever often you run the function and creates units at random points in the region
-SpawnVerticalRandom / Same thing but vertical
-MoveDirection / Moves a unit to it's max distance to a direction (max distance is 8*128 (128 = 1 grid)) without the unit "bugging" (moving off-center)
You'll notice how the ones with *'s are hard to explain... :\
Remember: ASK QUESTIONS!!! I don't expect some of you to understand this.