So I asked for help in the forums awhile ago and I thought I had fixed it, but it seems that it doesn't work anyways...
Imma post a printscreen becouse im lazy to type it all down, and to make sure it gets all right.
The problem here is that now 1 Elf spawns for everyone, including TempPlayer(wich is the badguy) and for those who are not playing, so lets say me and 3 others are playing the map, my friend X gets chosen as the badguy, and it still spawns 11 Elfs, inc for X.
Now for my second Problem, I have an income house wich triggers looks like this
Imma post a printscreen becouse im lazy to type it all down, and to make sure it gets all right.

The problem here is that now 1 Elf spawns for everyone, including TempPlayer(wich is the badguy) and for those who are not playing, so lets say me and 3 others are playing the map, my friend X gets chosen as the badguy, and it still spawns 11 Elfs, inc for X.
Now for my second Problem, I have an income house wich triggers looks like this
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Events
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Unit - A unit begins construction
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Conditions
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(Unit-type of (triggering unit)) Equal to Castle
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Actions
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Trigger - Turn on Income <gen>
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Events
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Time - Every 1.00 seconds of game time
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Conditions
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Actions
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For each (integer I) from 1 to 11, do (actions)
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Loop - Actions
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Set income[I] = (1x1)
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Player - Add income[I] to (Player[I]) Current gold
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