- Joined
- Oct 18, 2008
- Messages
- 100
The Setup for the spawns:
It should spawn 3 footmen & 2 crossbowmen.
Anyone can see the flaw in the system?
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Events
- Time - Elapsed game time is 0.01 seconds
- Conditions
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Actions
- -------- Spawns --------
- Countdown Timer - Start Spawn as a Repeating timer that will expire in 120.00 seconds
- Countdown Timer - Create a timer window for Spawn with title Spawns:
- Set TimerWindow = (Last created timer window)
- Countdown Timer - Show TimerWindow
- -------- Lordaeron --------
- Set Tier1[2] = 3
- Set Tier2[2] = 2
- Set SpawnUnitBlue[0] = Lordaeron Capital 0011 <gen>
- Set SpawnUnitBlue[1] = Hearthglen 0725 <gen>
- Set SpawnUnitBlue[2] = Stratholme 0724 <gen>
- Set SpawnLocBlue[0] = (Center of LordaeronSpawn <gen>)
- Set SpawnLocBlue[1] = (Center of Hearthglen <gen>)
- Set SpawnLocBlue[2] = (Center of Stratholme <gen>)
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Events
- Time - Spawn expires
- Conditions
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Actions
- Quest - Display to (All players) the Quest Update message: Narrator: The battl...
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For each (Integer Temp_i) from 0 to 2, 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
- (Owner of SpawnUnitBlue[Temp_i]) Equal to Player 2 (Blue)
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Then - Actions
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For each (Integer Temp_iA) from 0 to Tier1[2], do (Actions)
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Loop - Actions
- Set Temp_P = SpawnLocBlue[Temp_i]
- Unit - Create 1 Footman for Player 2 (Blue) at Temp_P facing Default building facing degrees
- Unit - Add |cffffd700Parry|r to (Last created unit)
- Custom script: call RemoveLocation(udg_Temp_P)
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Loop - Actions
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For each (Integer Temp_iA) from 0 to Tier2[2], do (Actions)
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Loop - Actions
- Set Temp_P = SpawnLocBlue[Temp_i]
- Unit - Create 1 Crossbowman for Player 2 (Blue) at Temp_P facing Default building facing degrees
- Custom script: call RemoveLocation(udg_Temp_P)
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Loop - Actions
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For each (Integer Temp_iA) from 0 to Tier3[2], do (Actions)
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Loop - Actions
- Set Temp_P = SpawnLocBlue[Temp_i]
- Unit - Create 1 Human Priest for Player 2 (Blue) at Temp_P facing Default building facing degrees
- Custom script: call RemoveLocation(udg_Temp_P)
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Loop - Actions
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For each (Integer Temp_iA) from 0 to Tier4[2], do (Actions)
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Loop - Actions
- Set Temp_P = SpawnLocBlue[Temp_i]
- Unit - Create 1 Royal Guard for Player 2 (Blue) at Temp_P facing Default building facing degrees
- Custom script: call RemoveLocation(udg_Temp_P)
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Loop - Actions
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For each (Integer Temp_iA) from 0 to Tier5[2], do (Actions)
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Loop - Actions
- Set Temp_P = SpawnLocBlue[Temp_i]
- Unit - Create 1 Knight for Player 2 (Blue) at Temp_P facing Default building facing degrees
- Custom script: call RemoveLocation(udg_Temp_P)
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Loop - Actions
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For each (Integer Temp_iA) from 0 to Tier1[2], do (Actions)
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Else - Actions
- Do nothing
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Loop - Actions
It should spawn 3 footmen & 2 crossbowmen.
Anyone can see the flaw in the system?
Last edited: