- Joined
- Jul 7, 2008
- Messages
- 332
Hi, In my map there are a lot of waves/levels where units are created for Dark Green.
For example:
Or I will have to do it like this:
The question is: Is it possible to make a trigger which removes the leaks without adding the custom scripts to all the triggers? (There are a lot of them thats why)
For example this trigger would do the job?
For example:
-
Events
- Unit - A unit owned by Player 11 (Dark Green) Dies
-
Conditions
- ((All units of (Units owned by Player 11 (Dark Green)) are dead) Equal to True)
-
Actions
- Set Group = (Units in (Playable map area) owned by Player 11 (Dark Green))
- Unit - Create 5 Footman for Player 11 (Dark Green) at (Center of Spawn West <gen>) facing Default building facing degrees
- Unit - Create 5 Footman for Player 11 (Dark Green) at (Center of Spawn Center <gen>) facing Default building facing degrees
- Unit - Create 5 Footman for Player 11 (Dark Green) at (Center of Spawn East <gen>) facing Default building facing degrees
- Custom script: call DestroyGroup( udg_Group )
- Trigger - Turn on Level 3 <gen>
- Trigger - Turn off (This trigger)
Or I will have to do it like this:
-
Events
- Unit - A unit owned by Player 11 (Dark Green) Dies
-
Conditions
- ((All units of (Units owned by Player 11 (Dark Green)) are dead) Equal to True)
-
Actions
- Unit - Create 5 Footman for Player 11 (Dark Green) at (Center of Spawn West <gen>) facing Default building facing degrees
- Set Group = (Last created unit group)
- Custom script: call DestroyGroup( udg_Group )
- Unit - Create 5 Footman for Player 11 (Dark Green) at (Center of Spawn Center <gen>) facing Default building facing degrees
- Set Group = (Last created unit group)
- Custom script: call DestroyGroup( udg_Group )
- Unit - Create 5 Footman for Player 11 (Dark Green) at (Center of Spawn East <gen>) facing Default building facing degrees
- Set Group = (Last created unit group)
- Custom script: call DestroyGroup( udg_Group )
- Trigger - Turn on Level 3 <gen>
- Trigger - Turn off (This trigger)
The question is: Is it possible to make a trigger which removes the leaks without adding the custom scripts to all the triggers? (There are a lot of them thats why)
For example this trigger would do the job?
-
Events
- Time - Every 5.00 seconds of game time
- Conditions
-
Actions
- Set Group = (Units in (Entire map) owned by Player 11 (Dark Green))
- Custom script: call DestroyGroup( udg_Group )