Cloaked Tanks.. is this right?
C:
Command(CurrentPlayer, AtLeast, 1, Armory);
A:
MoveLocation(SCV - Armory, Armory, CurrentPlayer, Anywhere);
MoveUnit(1, SCV, CurrentPlayer, Anywhere, SCV Wait);
RemoveUnitAtLocation(1, Armory, CurrentPlayer, SCV - Armory);
MoveUnit(1, Edmund Duke Siege Tank - Tank Mode, P6, Tanks, SCV - Armory);
GiveUnits(1, Edmund Duke Siege Tank - Tank Mode, P6, SCV - Armory, P1);
MoveUnit(1, SCV, CurrentPlayer, SCV Wait, SCV - Armory);
PreserveTrigger();
Comment(" Cloaked Tanks");
Invisible bunkers..
Invisible Bunkers
C:
Command(CurrentPlayer, AtLeast, 1, Supply Depot);
A:
MoveUnit(All, SCV, CurrentPlayer, Anywhere, SCV Wait);
MoveLocation(Supply depot, Supply Depot, CurrentPlayer, Anywhere);
MoveLocation(Move bunker, Bunker, P8, P1 bunkers);
RemoveUnitAtLocation(1, Bunker, P8, Move bunker);
RemoveUnit(Supply Depot, CurrentPlayer);
CreateUnit(1, Bunker, Supply depot, CurrentPlayer);
CreateUnit(1, Marine, Supply depot, CurrentPlayer);
RunAIScriptAt(Enter Closest Bunker, Supply depot);
Wait(1000);
MoveUnit(All, Bunker, P1, Supply depot, Move bunker);
MoveUnit(All, SCV, CurrentPlayer, SCV Wait, Supply depot);
PreserveTrigger();
BUNKER CLOAKING-
Conditions:
Command(CurrentPlayer, AtLeast, 1, Supply Depot);
Actions:
MoveUnit(All, SCV, CurrentPlayer, Anywhere, Anywhere);
MoveLocation(Make Bunk, Supply Depot, CurrentPlayer, Anywhere);
RemoveUnit(Supply Depot, CurrentPlayer);
CreateUnit(1, Bunker, Make Bunk, CurrentPlayer);
CreateUnit(3, Jim Raynor Marine, Make Bunk, CurrentPlayer);
RunAIScriptAt(Enter Closest Bunker, Make Bunk);
Wait(1000);
SetDoodadState(Disable, Bunker, CurrentPlayer, Make Bunk);
MoveUnit(All, SCV, CurrentPlayer, Anywhere, Make Bunk);
PreserveTrigger();
NO FLY ZONE -
Conditions:
Bring(CurrentPlayer, Exactly, 1, AnyUnit, All Levels);
Actions:
KillUnitAt(1, AnyUnit, All Levels, CurrentPlayer);
PreserveTrigger();
Is there anything wrong with these triggers.. if you find something wrong.. or want to add something.. please reply