=_________=
Tthe solution is VERY simple.
Let me explain
The spawn system works like a charm, there is absolutely nothing wrong with it (at first sight).
What does NOT work, is the setup.
Basically, I did one little thing wrong so the NavyPlaying-variable returns false for all teams but the first.
If NavyPlaying is false, no creeps will spawn (exactly what you asked me to do

).
How to fix this?
Category: Map Initialization
Trigger: Map Init.
Scroll all the way down until you find this loop:
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For each (Integer LoopInt1) from 1 to 8, 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
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((Player(LoopInt1)) slot status) Equal to Is playing
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Then - Actions
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Set NavyPlaying[(((Player number of (Triggering player)) + 1) / 2)] = True
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Set Point = ((Player(LoopInt1)) start location)
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Unit - Create 1 Igloo for (Player(LoopInt1)) at Point facing 270.00 degrees
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Custom script: call RemoveLocation(udg_Point)
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Set Point = (Center of SpawnRects[LoopInt1])
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Unit - Create 1 Navy Captain for (Player(LoopInt1)) at Point facing 270.00 degrees
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Camera - Pan camera for (Player(LoopInt1)) to Point over 0.00 seconds
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Custom script: call RemoveLocation(udg_Point)
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Else - Actions
The problem lies in:
" Set NavyPlaying[(((Player number of (Triggering player)) + 1) / 2)] = True"
Since there is no "Triggering Player", it will automatically set it to 1 (and as we all know, 2/2 equals 1, this NavyPlaying[1] will be set to true, but that's the ONLY navy which will be set to true.
==> Creeps will only spawn for the first team (true) and not for all other teams (false).
THE SOLUTION:
Replace "((Player number of (Triggering player))" with "LoopInt1".
Done, it works (tested it).
("Set NavyPlaying[((LoopInt1 + 1) / 2)] = True")
It was really that simple...
Edit:
Also:
"problems with malfunctioning triggers must be posted in Triggers & Scripts".
(Wrong forum).