So I have a system which makes 1 shop for each player at the same spot. Only 1 shop can be seen per player (each player has their own shop). Each shop stacks on top of each other so they are all at the same location (the buildings are stacked on top of each other).
Trigger:
Trigger:
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Create Armories
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Events
- Map initialization
- Conditions
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Actions
- Set TempPoint = (Center of Armory <gen>)
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Player Group - Pick every player in ThePlayers and do (Actions)
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Loop - Actions
- Unit - Create 1 Armory for Player 9 (Gray) at TempPoint facing Default building facing degrees
- Unit - Change color of (Last created unit) to (Color of (Picked player))
- Neutral Building - Add Hero Upgrade to (Last created unit) with 1 in stock and a max stock of 1
- Neutral Building - Add Marine Training to (Last created unit) with 1 in stock and a max stock of 1
- Neutral Building - Add Reinforced Plating to (Last created unit) with 1 in stock and a max stock of 1
- Neutral Building - Add Armored Unit Plating to (Last created unit) with 1 in stock and a max stock of 1
- Neutral Building - Add Firearms to (Last created unit) with 1 in stock and a max stock of 1
- Neutral Building - Add Energy Cells to (Last created unit) with 1 in stock and a max stock of 1
- Neutral Building - Add Supply to (Last created unit) with 1 in stock and a max stock of 1
- Unit - Hide (Last created unit)
- Custom script: if GetLocalPlayer() == GetEnumPlayer() then
- Unit - Unhide (Last created unit)
- Custom script: endif
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Loop - Actions
- Custom script: call RemoveLocation (udg_TempPoint)
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Events