- Joined
- Jan 23, 2020
- Messages
- 86
I have been at this spawn system for two weeks now. I think I'm going to go mad...
I've got it to work to the point where if there are 0 units from X unit group in the map for X player number. THEN spawn next wave for that picked player.
PROBLEM: if the player leaks. They don't get their next spawn...
Next level trigger:
Leak trigger:
I've got it to work to the point where if there are 0 units from X unit group in the map for X player number. THEN spawn next wave for that picked player.
PROBLEM: if the player leaks. They don't get their next spawn...
Next level trigger:
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Levels Players
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Events
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Time - WaveTimer[1] expires
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Time - WaveTimer[2] expires
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Time - WaveTimer[3] expires
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Time - WaveTimer[4] expires
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Time - WaveTimer[5] expires
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Time - WaveTimer[6] expires
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Time - WaveTimer[7] expires
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Conditions
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Actions
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Player Group - Pick every player in HumanPlayers[(Player number of (Picked player))] and do (Actions)
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Loop - Actions
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Set VariableSet Level_Number[(Player number of (Picked player))] = (Level_Number[(Player number of (Picked player))] + 1)
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Player - Add (5 x Level_Number[(Player number of (Picked player))]) to (Picked player).Current gold
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Multiboard - Set the text for MultiBoard item in column 3, row ((Player number of (Picked player)) + 2) to (String(Level_Number[(Player number of (Picked player))]))
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Game - Display to HumanPlayers[(Player number of (Picked player))] for 12.00 seconds the text: (Round bonus: |cffffff00 + ((String((5 x Level_Number[(Player number of (Picked player))]))) + Gold|r))
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Game - Display to (All players matching (Players_Active[(Player number of (Picked player))] Equal to True).) for 12.00 seconds the text: LevelText[Level_Number[(Player number of (Picked player))]]
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Game - Display to (All players matching (Players_Active[(Player number of (Picked player))] Equal to True).) for 12.00 seconds the text: LevelTextNext[Level_Number[(Player number of (Picked player))]]
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Set VariableSet RoundOver[(Player number of (Picked player))] = False
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Leak trigger:
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Leak Players
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Events
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Unit - A unit enters EndPoint <gen>
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Conditions
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(Owner of (Triggering unit)) Equal to Player 12 (Brown)
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Actions
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Player Group - Pick every player in HumanPlayers[(Player number of (Picked player))] and do (Actions)
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Loop - Actions
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-------- NORMAL --------
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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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((Triggering unit) is in PlayerLaneUnits[(Player number of (Picked player))].) Equal to True
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Then - Actions
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Set VariableSet AllLives[(Player number of (Picked player))] = (AllLives[(Player number of (Picked player))] - 1)
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Game - Display to (All players) for 2.00 seconds the text: (|cffff0000Oops|r + ((String(AllLives[(Player number of (Picked player))])) + (( chances for + Color_Text[(Player number of (Picked player))]) + (Name of (Picked player)))))
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Sound - Play QuestFailed <gen> at 30.00% volume, attached to (Triggering unit)
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Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Spells\Demon\DarkConversion\ZombifyTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Kill (Triggering unit)
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Else - Actions
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-------- BONUS --------
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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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((Triggering unit) is in (Units of type Golden Coin - BONUS lvl 30).) Equal to True
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((Triggering unit) is in (Units of type Golden Coin - BONUS lvl 49).) Equal to True
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Then - Actions
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Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Spells\Demon\DarkConversion\ZombifyTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Kill (Triggering unit)
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Else - Actions
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-------- BOSS -10 lives --------
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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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((Triggering unit) is Undead) Equal to True
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((Triggering unit) is in PlayerLaneUnits[(Player number of (Picked player))].) Equal to True
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Then - Actions
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Set VariableSet AllLives[(Player number of (Picked player))] = (AllLives[(Player number of (Picked player))] - 10)
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Set VariableSet Multiboard_Spots[(Multiboard_Spots[(Player number of (Picked player))] + 2)] = List
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Multiboard - Set the text for MultiBoard item in column 4, row List to (String(AllLives[(Player number of (Picked player))]))
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Game - Display to (All players) for 2.00 seconds the text: (|cffff0000Oops|r + ((String(AllLives[(Player number of (Picked player))])) + (( chances for + Color_Text[(Player number of (Picked player))]) + (Name of (Picked player)))))
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Sound - Play QuestFailed <gen> at 50.00% volume, attached to (Triggering unit)
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Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Spells\Demon\DarkConversion\ZombifyTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Kill (Triggering unit)
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Else - Actions
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-------- BOSS -5 lives --------
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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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((Triggering unit) is An Ancient) Equal to True
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((Triggering unit) is in PlayerLaneUnits[(Player number of (Picked player))].) Equal to True
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Then - Actions
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Set VariableSet AllLives[(Player number of (Picked player))] = (AllLives[(Player number of (Picked player))] - 5)
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Set VariableSet Multiboard_Spots[(Multiboard_Spots[(Player number of (Picked player))] + 2)] = List
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Multiboard - Set the text for MultiBoard item in column 4, row List to (String(AllLives[(Player number of (Picked player))]))
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Game - Display to (All players) for 2.00 seconds the text: (|cffff0000Oops|r + ((String(AllLives[(Player number of (Picked player))])) + (( chances for + Color_Text[(Player number of (Picked player))]) + (Name of (Picked player)))))
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Sound - Play QuestFailed <gen> at 30.00% volume, attached to (Triggering unit)
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Special Effect - Create a special effect attached to the chest of (Triggering unit) using Abilities\Spells\Demon\DarkConversion\ZombifyTarget.mdl
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Special Effect - Destroy (Last created special effect)
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Unit - Kill (Triggering unit)
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Else - Actions
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