Ok my first question is about the following trigger, why doesn't it work? (Its supposed to spawn units in a 'pit' wait until they're dead, spawn a boss, wait until that's dead then move the hero out of the pit)
Thanks a bunch
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Pit 1
- Events
- Conditions
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Actions
- Set Round = (Round + 1)
- Game - Display to (All players) the text: ((Wave + (String(Round))) + (: 24 + (String(creep[Round]))))
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For each (Integer A) from 1 to 12, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Number of units in (Units in Pit[(Integer A)])) Equal to 1
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Then - Actions
- Set temppoint = (Center of Pit[(Integer A)])
- Unit - Create 24 creep[Round] for Neutral Hostile at temppoint facing Default building facing degrees
- Set wave[(Integer A)] = (Last created unit group)
- Wait until ((wave[(Integer A)] is empty) Equal to True), checking every 1.00 seconds
- Game - Display to (Player group((Player((Integer A))))) the text: (Boss + ((String(Round)) + (: 1 + (String(boss[Round])))))
- Unit - Create 1 boss[Round] for Neutral Hostile at temppoint facing Default building facing degrees
- Set boss2[(Integer A)] = (Last created unit)
- Custom script: call RemoveLocation(udg_temppoint)
- Wait until ((boss2[(Integer A)] is dead) Equal to True), checking every 1.00 seconds
- Unit - Move hero[(Integer A)] instantly to (Center of Spawn <gen>)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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Loop - Actions
Thanks a bunch