- Joined
- Aug 5, 2010
- Messages
- 147
Does this trigger leak, i think it does but im not entirely sure.
-
Normal Waves
- Events
- Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ChaosMode Equal to 1
-
Then - Actions
- Set CreepHealth[1] = (Random real number between 150.00 and 400.00)
- Player - Set Player 12 (Brown) handicap to CreepHealth[1]%
- Player - Set Player 11 (Dark Green) handicap to CreepHealth[1]%
- Set Creep_Handicap[1] = (Integer(CreepHealth[1]))
- Game - Display to (All players) the text: (|c008000FFWave + ((String(Wave_Number)) + ( of 60.|r [Normal Creeps] + ( Creep Handicap is now set at + ((String(Creep_Handicap[1])) + %.)))))
-
Else - Actions
- Game - Display to (All players) the text: (|c008000FFWave + ((String(Wave_Number)) + of 60.|r [Normal Creeps]))
-
If - Conditions
- Sound - Play Wave_Normal <gen>
- If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 11 (Dark Green) at (Center of Pink Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
- Wait 1.00 game-time seconds
- If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 11 (Dark Green) at (Center of Gray Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
- Wait 1.00 game-time seconds
- If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 11 (Dark Green) at (Center of Orange Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
- Wait 1.00 game-time seconds
- If ((Player 7 (Green) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 11 (Dark Green) at (Center of Green Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
- Wait 1.00 game-time seconds
- If ((Player 1 (Red) slot status) Equal to Is playing) then do (Unit - Create 10 Units_Types[Wave_Number] for Player 11 (Dark Green) at (Center of Red Spawn B <gen>) facing Default building facing degrees) else do (Do nothing)
- If ((Player 1 (Red) slot status) Equal to Is playing) then do (Unit - Create 10 Units_Types[Wave_Number] for Player 12 (Brown) at (Center of Red Spawn A <gen>) facing Default building facing degrees) else do (Do nothing)
- Wait 1.00 game-time seconds
- If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 12 (Brown) at (Center of Purple Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
- Wait 1.00 game-time seconds
- If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 12 (Brown) at (Center of Yellow Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
- Wait 1.00 game-time seconds
- If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 12 (Brown) at (Center of Blue Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
- Wait 1.00 game-time seconds
- If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 12 (Brown) at (Center of Teal Spawn <gen>) facing Default building facing degrees) else do (Do nothing)
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Normal Waves
- Events
- Conditions
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- ChaosMode Equal to 1
-
Then - Actions
- Set CreepHealth[1] = (Random real number between 150.00 and 400.00)
- Player - Set Player 12 (Brown) handicap to CreepHealth[1]%
- Player - Set Player 11 (Dark Green) handicap to CreepHealth[1]%
- Set Creep_Handicap[1] = (Integer(CreepHealth[1]))
- Game - Display to (All players) the text: (|c008000FFWave + ((String(Wave_Number)) + ( of 60.|r [Normal Creeps] + ( Creep Handicap is now set at + ((String(Creep_Handicap[1])) + %.)))))
-
Else - Actions
- Game - Display to (All players) the text: (|c008000FFWave + ((String(Wave_Number)) + of 60.|r [Normal Creeps]))
-
If - Conditions
- Sound - Play Wave_Normal <gen>
- Set SpawnPoints[1] = (Center of Pink Spawn <gen>)
- If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 11 (Dark Green) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
- Custom script: call RemoveLocation(udg_SpawnPoints[1])
- Wait 1.00 game-time seconds
- Set SpawnPoints[1] = (Center of Gray Spawn <gen>)
- If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 11 (Dark Green) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
- Custom script: call RemoveLocation(udg_SpawnPoints[1])
- Wait 1.00 game-time seconds
- Set SpawnPoints[1] = (Center of Orange Spawn <gen>)
- If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 11 (Dark Green) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
- Custom script: call RemoveLocation(udg_SpawnPoints[1])
- Wait 1.00 game-time seconds
- Set SpawnPoints[1] = (Center of Green Spawn <gen>)
- If ((Player 7 (Green) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 11 (Dark Green) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
- Custom script: call RemoveLocation(udg_SpawnPoints[1])
- Wait 1.00 game-time seconds
- Set SpawnPoints[1] = (Center of Red Spawn A <gen>)
- Set SpawnPoints[2] = (Center of Red Spawn B <gen>)
- If ((Player 1 (Red) slot status) Equal to Is playing) then do (Unit - Create 10 Units_Types[Wave_Number] for Player 12 (Brown) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
- If ((Player 1 (Red) slot status) Equal to Is playing) then do (Unit - Create 10 Units_Types[Wave_Number] for Player 11 (Dark Green) at SpawnPoints[2] facing Default building facing degrees) else do (Do nothing)
- Custom script: call RemoveLocation(udg_SpawnPoints[1])
- Custom script: call RemoveLocation(udg_SpawnPoints[2])
- Wait 1.00 game-time seconds
- Set SpawnPoints[1] = (Center of Pink Spawn <gen>)
- If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 12 (Brown) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
- Custom script: call RemoveLocation(udg_SpawnPoints[1])
- Wait 1.00 game-time seconds
- Set SpawnPoints[1] = (Center of Yellow Spawn <gen>)
- If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 12 (Brown) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
- Custom script: call RemoveLocation(udg_SpawnPoints[1])
- Wait 1.00 game-time seconds
- Set SpawnPoints[1] = (Center of Blue Spawn <gen>)
- If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 12 (Brown) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
- Custom script: call RemoveLocation(udg_SpawnPoints[1])
- Wait 1.00 game-time seconds
- Set SpawnPoints[1] = (Center of Teal Spawn <gen>)
- If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Unit - Create 20 Units_Types[Wave_Number] for Player 12 (Brown) at SpawnPoints[1] facing Default building facing degrees) else do (Do nothing)
- Custom script: call RemoveLocation(udg_SpawnPoints[1])
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)