Короче я с этим разобрался, но есть одна проблема: Подскажите плз, как менять JASS, чтоб была поддержка одного игрока... Нефига не могу разобраться))
Код: function Trig_Initial_Func001Func001A takes nothing returns nothing
call CustomDefeatBJ( GetEnumPlayer(), "TRIGSTR_170" )
endfunction
function Trig_Initial_Func001Func002001001001001 takes nothing returns boolean
return ( GetPlayerSlotState(GetFilterPlayer()) == PLAYER_SLOT_STATE_PLAYING )
endfunction
function Trig_Initial_Func001Func002001001001002 takes nothing returns boolean
return ( GetPlayerController(GetFilterPlayer()) == MAP_CONTROL_USER )
endfunction
function Trig_Initial_Func001Func002001001001 takes nothing returns boolean
return GetBooleanAnd( Trig_Initial_Func001Func002001001001001(), Trig_Initial_Func001Func002001001001002() )
endfunction
function Trig_Initial_Func001C takes nothing returns boolean
if ( not ( CountPlayersInForceBJ(GetPlayersMatching(Condition(function Trig_Initial_Func001Func002001001001))) == 1 ) ) then
return false
endif
return true
endfunction
function Trig_Initial_Func014001001001 takes nothing returns boolean
return ( GetPlayerController(GetFilterPlayer()) == MAP_CONTROL_USER )
endfunction
function Trig_Initial_Func014001001002 takes nothing returns boolean
return ( GetPlayerSlotState(GetFilterPlayer()) == PLAYER_SLOT_STATE_PLAYING )
endfunction
function Trig_Initial_Func014001001 takes nothing returns boolean
return GetBooleanAnd( Trig_Initial_Func014001001001(), Trig_Initial_Func014001001002() )
endfunction
function Trig_Initial_Func014A takes nothing returns nothing
set udg_ColorCircle[GetConvertedPlayerId(GetEnumPlayer())] = PLAYER_COLOR_BROWN
call CreateNUnitsAtLoc( 1, 'Hpal', GetEnumPlayer(), GetPlayerStartLocationLoc(GetEnumPlayer()), bj_UNIT_FACING )
call UnitAddItemByIdSwapped( 'pghe', GetLastCreatedUnit() )
endfunction
function Trig_Initial_Func015Func001Func001C takes nothing returns boolean
if ( not ( GetOwningPlayer(GetEnumUnit()) == ConvertedPlayer(GetForLoopIndexA()) ) ) then
return false
endif
return true
endfunction
function Trig_Initial_Func015A takes nothing returns nothing
set bj_forLoopAIndex = 1
set bj_forLoopAIndexEnd = 16
loop
exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
if ( Trig_Initial_Func015Func001Func001C() ) then
call GroupAddUnitSimple( GetEnumUnit(), udg_ColorCircleSquad[GetForLoopIndexA()] )
else
endif
set bj_forLoopAIndex = bj_forLoopAIndex + 1
endloop
call SetUnitOwner( GetEnumUnit(), Player(PLAYER_NEUTRAL_PASSIVE), false )
endfunction
function Trig_Initial_Func016Func001Func001C takes nothing returns boolean
if ( not ( GetOwningPlayer(GetEnumUnit()) == ConvertedPlayer(GetForLoopIndexA()) ) ) then
return false
endif
return true
endfunction
function Trig_Initial_Func016A takes nothing returns nothing
set bj_forLoopAIndex = 1
set bj_forLoopAIndexEnd = 16
loop
exitwhen bj_forLoopAIndex > bj_forLoopAIndexEnd
if ( Trig_Initial_Func016Func001Func001C() ) then
call GroupAddUnitSimple( GetEnumUnit(), udg_ColorCircleSquad2[GetForLoopIndexA()] )
else
endif
set bj_forLoopAIndex = bj_forLoopAIndex + 1
endloop
call SetUnitOwner( GetEnumUnit(), Player(PLAYER_NEUTRAL_PASSIVE), false )
endfunction
function Trig_Initial_Func017A takes nothing returns nothing
call SetUnitOwner( GetEnumUnit(), Player(PLAYER_NEUTRAL_PASSIVE), false )
endfunction
function Trig_Initial_Actions takes nothing returns nothing
if ( Trig_Initial_Func001C() ) then
call ForForce( GetPlayersAll(), function Trig_Initial_Func001Func001A )
else
endif
call ForceCinematicSubtitlesBJ( true )
call IssuePointOrderLocBJ( gg_unit_hwt3_0121, "patrol", GetRectCenter(gg_rct_Patrul) )
set udg_Ice = GetTerrainTypeBJ(GetRectCenter(gg_rct_IceTerrain))
call FogEnableOff( )
call SetDestructableInvulnerableBJ( gg_dest_DTg3_0114, true )
call SetDestructableInvulnerableBJ( gg_dest_ZTsg_0065, true )
call SetDestructableInvulnerableBJ( gg_dest_LTe3_0377, true )
call SetDestructableInvulnerableBJ( gg_dest_LTe1_0407, true )
call SetDestructableInvulnerableBJ( gg_dest_DTg7_0437, true )
call SetDestructableInvulnerableBJ( gg_dest_DTg3_0452, true )
call SetDestructableInvulnerableBJ( gg_dest_LTe3_0508, true )
call SetForceAllianceStateBJ( GetPlayersByMapControl(MAP_CONTROL_USER), GetPlayersByMapControl(MAP_CONTROL_USER), bj_ALLIANCE_NEUTRAL_VISION )
call ForForce( GetPlayersMatching(Condition(function Trig_Initial_Func014001001)), function Trig_Initial_Func014A )
call ForGroupBJ( GetUnitsInRectAll(gg_rct_ChangeColorCircle), function Trig_Initial_Func015A )
call ForGroupBJ( GetUnitsInRectAll(gg_rct_TELEPORTIVIDIMOST), function Trig_Initial_Func016A )
call ForGroupBJ( GetUnitsInRectAll(gg_rct_Circles3), function Trig_Initial_Func017A )
endfunction
//===========================================================================
function InitTrig_Initial takes nothing returns nothing
set gg_trg_Initial = CreateTrigger( )
call TriggerAddAction( gg_trg_Initial, function Trig_Initial_Actions )
endfunction
P.S. Сам не смогу сделать триггер - там очень много всего в тексурсах на карте