- 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:
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Events
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Unit - A unit owned by Player 11 (Dark Green) Dies
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Conditions
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((All units of (Units owned by Player 11 (Dark Green)) are dead) Equal to True)
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Actions
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Set Group = (Units in (Playable map area) owned by Player 11 (Dark Green))
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Unit - Create 5 Footman for Player 11 (Dark Green) at (Center of Spawn West <gen>) facing Default building facing degrees
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Unit - Create 5 Footman for Player 11 (Dark Green) at (Center of Spawn Center <gen>) facing Default building facing degrees
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Unit - Create 5 Footman for Player 11 (Dark Green) at (Center of Spawn East <gen>) facing Default building facing degrees
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Custom script: call DestroyGroup( udg_Group )
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Trigger - Turn on Level 3 <gen>
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Trigger - Turn off (This trigger)
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Or I will have to do it like this:
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Events
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Unit - A unit owned by Player 11 (Dark Green) Dies
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Conditions
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((All units of (Units owned by Player 11 (Dark Green)) are dead) Equal to True)
-
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Actions
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Unit - Create 5 Footman for Player 11 (Dark Green) at (Center of Spawn West <gen>) facing Default building facing degrees
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Set Group = (Last created unit group)
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Custom script: call DestroyGroup( udg_Group )
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Unit - Create 5 Footman for Player 11 (Dark Green) at (Center of Spawn Center <gen>) facing Default building facing degrees
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Set Group = (Last created unit group)
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Custom script: call DestroyGroup( udg_Group )
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Unit - Create 5 Footman for Player 11 (Dark Green) at (Center of Spawn East <gen>) facing Default building facing degrees
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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
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Time - Every 5.00 seconds of game time
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Conditions
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Actions
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Set Group = (Units in (Entire map) owned by Player 11 (Dark Green))
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Custom script: call DestroyGroup( udg_Group )
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