- Joined
- Aug 5, 2010
- Messages
- 147
Does this trigger leak, i think it does but im not entirely sure.
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Normal Waves
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Events
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Conditions
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Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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ChaosMode Equal to 1
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Then - Actions
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Set CreepHealth[1] = (Random real number between 150.00 and 400.00)
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Player - Set Player 12 (Brown) handicap to CreepHealth[1]%
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Player - Set Player 11 (Dark Green) handicap to CreepHealth[1]%
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Set Creep_Handicap[1] = (Integer(CreepHealth[1]))
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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])) + %.)))))
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Else - Actions
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Game - Display to (All players) the text: (|c008000FFWave + ((String(Wave_Number)) + of 60.|r [Normal Creeps]))
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Sound - Play Wave_Normal <gen>
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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)
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Wait 1.00 game-time seconds
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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)
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Wait 1.00 game-time seconds
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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)
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Wait 1.00 game-time seconds
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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)
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Wait 1.00 game-time seconds
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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)
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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)
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Wait 1.00 game-time seconds
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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)
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Wait 1.00 game-time seconds
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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)
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Wait 1.00 game-time seconds
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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)
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Wait 1.00 game-time seconds
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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)
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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
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Set CreepHealth[1] = (Random real number between 150.00 and 400.00)
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Player - Set Player 12 (Brown) handicap to CreepHealth[1]%
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Player - Set Player 11 (Dark Green) handicap to CreepHealth[1]%
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Set Creep_Handicap[1] = (Integer(CreepHealth[1]))
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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])) + %.)))))
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Else - Actions
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Game - Display to (All players) the text: (|c008000FFWave + ((String(Wave_Number)) + of 60.|r [Normal Creeps]))
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Sound - Play Wave_Normal <gen>
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Set SpawnPoints[1] = (Center of Pink Spawn <gen>)
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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)
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Custom script: call RemoveLocation(udg_SpawnPoints[1])
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Wait 1.00 game-time seconds
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Set SpawnPoints[1] = (Center of Gray Spawn <gen>)
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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)
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Custom script: call RemoveLocation(udg_SpawnPoints[1])
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Wait 1.00 game-time seconds
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Set SpawnPoints[1] = (Center of Orange Spawn <gen>)
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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)
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Custom script: call RemoveLocation(udg_SpawnPoints[1])
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Wait 1.00 game-time seconds
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Set SpawnPoints[1] = (Center of Green Spawn <gen>)
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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)
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Custom script: call RemoveLocation(udg_SpawnPoints[1])
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Wait 1.00 game-time seconds
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Set SpawnPoints[1] = (Center of Red Spawn A <gen>)
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Set SpawnPoints[2] = (Center of Red Spawn B <gen>)
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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)
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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)
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Custom script: call RemoveLocation(udg_SpawnPoints[1])
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Custom script: call RemoveLocation(udg_SpawnPoints[2])
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Wait 1.00 game-time seconds
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Set SpawnPoints[1] = (Center of Pink Spawn <gen>)
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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)
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Custom script: call RemoveLocation(udg_SpawnPoints[1])
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Wait 1.00 game-time seconds
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Set SpawnPoints[1] = (Center of Yellow Spawn <gen>)
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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)
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Custom script: call RemoveLocation(udg_SpawnPoints[1])
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Wait 1.00 game-time seconds
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Set SpawnPoints[1] = (Center of Blue Spawn <gen>)
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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)
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Custom script: call RemoveLocation(udg_SpawnPoints[1])
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Wait 1.00 game-time seconds
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Set SpawnPoints[1] = (Center of Teal Spawn <gen>)
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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)
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Custom script: call RemoveLocation(udg_SpawnPoints[1])
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