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Wave Sender

Events


Time - Every 30.00 seconds of game time

Conditions

Actions


Unit - Create 1 unit for Player 12 (Brown) at (Center of Region 1 <gen>) facing Default building facing degrees


Unit - Order (Last created unit) to Attack-Move To (Center of Region 2 <gen>)
Try this:
Its a very simple but it works
Wave Sender
Events
Time - Every 30.00 seconds of game time
Conditions
Actions
Unit - Create 1 unit for Player 12 (Brown) at (Center of Region 1 <gen>) facing Default building facing degrees
Unit - Order (Last created unit) to Attack-Move To (Center of Region 2 <gen>)
Add a wait if u send more than one unit so they wontt collide!

start

Events


Time - leveltime expires

Conditions

Actions


Trigger - Turn off Firework <gen>


Set ultra1on = False


Set ultra2on = False


Sound - Play levstart <gen>


Sound - Destroy (Last played sound)


Game - Display to (All players) the text: (Level + ((String(level)) + beginning!))


Set tempPoint = (Center of team1spawn <gen>)


If (level Equal to 1) then do (Unit - Create 1 Bandit level1 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 2) then do (Unit - Create 1 Arachnatid level2 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 3) then do (Unit - Create 1 Bear level3 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 4) then do (Unit - Create 1 Chief level4 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 5) then do (Unit - Create 1 Dragon Spawn level5 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 6) then do (Unit - Create 1 Feind level6 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 7) then do (Unit - Create 1 Troll level7 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 8) then do (Unit - Create 1 Mammoth level8 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 9) then do (Unit - Create 1 Void Walker level9 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 10) then do (Unit - Create 1 Shredder level10 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 11) then do (Unit - Create 1 Juggernaut level11 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 12) then do (Unit - Create 1 Armed Rider level12 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 13) then do (Unit - Create 1 Hothead level13 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 14) then do (Unit - Create 1 Souring Spirit level14 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 15) then do (Unit - Create 1 Planeswalker level15 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 16) then do (Unit - Create 1 Kodo level16 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 17) then do (Unit - Create 1 Gnoll level17 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 18) then do (Unit - Create 1 Orc Race Car level18 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)


Custom script: call RemoveLocation( udg_tempPoint )


Set tempPoint = (Center of team111 <gen>)


Unit - Order (Last created unit) to Move To tempPoint


Custom script: call RemoveLocation( udg_tempPoint )


Set tempPoint = (Center of team2spawn <gen>)


If (level Equal to 1) then do (Unit - Create 1 Bandit level1 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 2) then do (Unit - Create 1 Arachnatid level2 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 3) then do (Unit - Create 1 Bear level3 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 4) then do (Unit - Create 1 Chief level4 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 5) then do (Unit - Create 1 Dragon Spawn level5 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 6) then do (Unit - Create 1 Feind level6 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 7) then do (Unit - Create 1 Troll level7 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 8) then do (Unit - Create 1 Mammoth level8 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 9) then do (Unit - Create 1 Void Walker level9 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 10) then do (Unit - Create 1 Shredder level10 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 11) then do (Unit - Create 1 Juggernaut level11 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 12) then do (Unit - Create 1 Armed Rider level12 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 13) then do (Unit - Create 1 Hothead level13 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 14) then do (Unit - Create 1 Souring Spirit level14 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 15) then do (Unit - Create 1 Planeswalker level15 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 16) then do (Unit - Create 1 Kodo level16 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 17) then do (Unit - Create 1 Gnoll level17 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


If (level Equal to 18) then do (Unit - Create 1 Orc Race Car level18 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)


Custom script: call RemoveLocation( udg_tempPoint )


Set tempPoint = (Center of team211 <gen>)


Unit - Order (Last created unit) to Move To tempPoint


Custom script: call RemoveLocation( udg_tempPoint )


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




level Equal to 6



Then - Actions




Set bounty = (bounty + 1)




Game - Display to (All players) for 10.00 seconds the text: Bounty has been set...



Else - Actions




Do nothing


Trigger - Turn on stop <gen>
stop

Events


Time - Every 1.00 seconds of game time

Conditions

Actions


If (All Conditions are True) then do (Then Actions) else do (Else Actions)



If - Conditions




(Player 11 (Dark Green) Food used) Equal to 0




(Player 12 (Brown) Food used) Equal to 0




(Number of units in (Units owned by Player 11 (Dark Green))) Equal to 0




(Number of units in (Units owned by Player 12 (Brown))) Equal to 0



Then - Actions




Sound - Play endlvl <gen>




Sound - Destroy (Last played sound)




If (level Equal to 18) then do (Trigger - Run End game <gen> (checking conditions)) else do (Do nothing)




Countdown Timer - Start leveltime as a One-shot timer that will expire in 15.00 seconds




Game - Display to (All players) the text: (Level + ((String(level)) + complete!))




Set tempInt = (team1leak + team2leak)




If (tempInt Less than 20) then do (Set endlvlbount = (endlvlbount + (level / 2))) else do (Do nothing)




If (tempInt Less than 10) then do (Set endlvlbount = (endlvlbount + (level / 2))) else do (Do nothing)




If (tempInt Greater than 50) then do (Set endlvlbount = (endlvlbount - level)) else do (Do nothing)




If (tempInt Greater than 75) then do (Set endlvlbount = (endlvlbount - level)) else do (Do nothing)




If (endlvlbount Less than 0) then do (Set endlvlbount = 0) else do (Do nothing)




If ((ultra1on Equal to True) or (ultra2on Equal to True)) then do (Game - Display to (All players) the text: One or both teams h...) else do (Trigger - Run normal gold round <gen> (checking conditions))




Set bountinc = (bountinc x (3 / 2))




Set endlvlbount = ((endlvlbount + bountinc) + 0)




Set level = (level + 1)




Set t2lives = (t2lives + (team2leak - team1leak))




Set t1lives = (t1lives + (team1leak - team2leak))




Set team1leak = 0




Set team2leak = 0




Trigger - Turn off (This trigger)



Else - Actions




Do nothing
This leaks D:
And it's indeed... very simple
I gave him my TD, so he could see everything I've done, but apparently he didn't like my spawn-system![]()
I knowBut I hate to remove all these leaks in triggers like this, I do it in first case in my spells. I dont see to much diffrence ingame and I am to lazy 2 do it. ^^
(or hire someone to do it for you
)I knowBut I hate to remove all these leaks in triggers like this, I do it in first case in my spells. I dont see to much diffrence ingame and I am to lazy 2 do it. ^^
thats the good attitude, 1000 leaks is really nothing, i have made a trigger that creates 20000 leaks/ second and the first 10 sec my fps only dropped from 60 -> 55
only remove leaks in often called triggers
Unit - Create Unit[level] for Player 12 (Brown) at tempPoint facing Default building facing degrees
start
Events
Time - leveltime expires
Conditions
Actions
Sound - Play levstart <gen>
Sound - Destroy (Last played sound)
Game - Display to (All players) the text: (Level + ((String(level)) + beginning!))
Set tempPoint = (Center of team1spawn <gen>)
If (level Equal to 1) then do (Unit - Create 1 Bandit level1 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 2) then do (Unit - Create 1 Arachnatid level2 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 3) then do (Unit - Create 1 Bear level3 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 4) then do (Unit - Create 1 Chief level4 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 5) then do (Unit - Create 1 Dragon Spawn level5 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 6) then do (Unit - Create 1 Feind level6 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 7) then do (Unit - Create 1 Troll level7 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 8) then do (Unit - Create 1 Mammoth level8 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 9) then do (Unit - Create 1 Void Walker level9 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 10) then do (Unit - Create 1 Shredder level10 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 11) then do (Unit - Create 1 Juggernaut level11 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 12) then do (Unit - Create 1 Armed Rider level12 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 13) then do (Unit - Create 1 Hothead level13 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 14) then do (Unit - Create 1 Souring Spirit level14 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 15) then do (Unit - Create 1 Planeswalker level15 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 16) then do (Unit - Create 1 Kodo level16 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 17) then do (Unit - Create 1 Gnoll level17 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 18) then do (Unit - Create 1 Orc Race Car level18 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
Custom script: call RemoveLocation( udg_tempPoint )
Set tempPoint = (Center of team111 <gen>)
Unit - Order (Last created unit) to Move To tempPoint
Custom script: call RemoveLocation( udg_tempPoint )
Set tempPoint = (Center of team2spawn <gen>)
If (level Equal to 1) then do (Unit - Create 1 Bandit level1 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 2) then do (Unit - Create 1 Arachnatid level2 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 3) then do (Unit - Create 1 Bear level3 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 4) then do (Unit - Create 1 Chief level4 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 5) then do (Unit - Create 1 Dragon Spawn level5 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 6) then do (Unit - Create 1 Feind level6 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 7) then do (Unit - Create 1 Troll level7 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 8) then do (Unit - Create 1 Mammoth level8 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 9) then do (Unit - Create 1 Void Walker level9 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 10) then do (Unit - Create 1 Shredder level10 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 11) then do (Unit - Create 1 Juggernaut level11 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 12) then do (Unit - Create 1 Armed Rider level12 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 13) then do (Unit - Create 1 Hothead level13 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 14) then do (Unit - Create 1 Souring Spirit level14 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 15) then do (Unit - Create 1 Planeswalker level15 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 16) then do (Unit - Create 1 Kodo level16 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 17) then do (Unit - Create 1 Gnoll level17 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
If (level Equal to 18) then do (Unit - Create 1 Orc Race Car level18 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
Custom script: call RemoveLocation( udg_tempPoint )
Set tempPoint = (Center of team211 <gen>)
Unit - Order (Last created unit) to Move To tempPoint
Custom script: call RemoveLocation( udg_tempPoint )
Trigger - Turn on stop <gen>
stop
Events
Time - Every 1.00 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Player 11 (Dark Green) Food used) Equal to 0
(Player 12 (Brown) Food used) Equal to 0
(Number of units in (Units owned by Player 11 (Dark Green))) Equal to 0
(Number of units in (Units owned by Player 12 (Brown))) Equal to 0
Then - Actions
Sound - Play endlvl <gen>
Sound - Destroy (Last played sound)
If (level Equal to 18) then do (Trigger - Run End game <gen> (checking conditions)) else do (Do nothing)
Countdown Timer - Start leveltime as a One-shot timer that will expire in 15.00 seconds
Game - Display to (All players) the text: (Level + ((String(level)) + complete!))
Set level = (level + 1)
Trigger - Turn off (This trigger)
Else - Actions
Do nothing
thats the good attitude, 1000 leaks is really nothing, i have made a trigger that creates 20000 leaks/ second and the first 10 sec my fps only dropped from 60 -> 55
only remove leaks in often called triggers
EDIT: my pc stats are:
4gb ram
quad core 2.3GHz
nvidia Geforce 9300 GE
not that bad so maybe I better said 500 leaks is really nothing