- Joined
- Jul 1, 2005
- Messages
- 393
I just read this:
Another way, such as in TDs and such is make conditions that check to see if certain player locations are occupied. For example that could be used in a TD: make a trigger that makes it so any unit that enters the initial spawn region moves to the next region, then add maybe a periodic or other event triggered trigger like this:
Conditions: (player#) slot status is equal to (playing)=True
Action: Spawn X# creeps at (initial spawn location)
and repeat the trigger with every player, so the more players are present, the more creeps will spawn and move...so the map is playable with any number of players and will still be fair and challanging. This can be applied to hero seige maps and so on. Maps without versatility in the number of players it can fairly support also do not last long in my book.
I would like to know how to get it to work, it gives me errors.
Another way, such as in TDs and such is make conditions that check to see if certain player locations are occupied. For example that could be used in a TD: make a trigger that makes it so any unit that enters the initial spawn region moves to the next region, then add maybe a periodic or other event triggered trigger like this:
Conditions: (player#) slot status is equal to (playing)=True
Action: Spawn X# creeps at (initial spawn location)
and repeat the trigger with every player, so the more players are present, the more creeps will spawn and move...so the map is playable with any number of players and will still be fair and challanging. This can be applied to hero seige maps and so on. Maps without versatility in the number of players it can fairly support also do not last long in my book.
I would like to know how to get it to work, it gives me errors.