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Spawn
- Events
- Conditions
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Actions
- -------- Spawn Units for Red --------
- Game - Display to (Player group(Player 1 (Red))) for 10.00 seconds the text: LevelDescription[5]
- -------- Change to 1 --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Player 1 (Red) slot status) Equal to Is playing
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Then - Actions
- Set TempPoint = (Center of Red Spawn 1 <gen>)
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For each (Integer A) from 1 to 20, do (Actions)
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Loop - Actions
- Unit - Create 1 Spawn_Unit_Type[5] for Player 10 (Light Blue) at TempPoint facing 0.00 degrees
- -------- Change to 1 --------
- -------- Spawn Effects --------
- Set EnemiesAlive = (EnemiesAlive + 1)
- Set TempPoint = (Position of (Last created unit))
- Special Effect - Create a special effect at TempPoint using Abilities\Spells\Human\MassTeleport\MassTeleportTarget.mdl
- Special Effect - Destroy (Last created special effect)
- -------- Fix Unit --------
- Unit - Change color of (Last created unit) to Black
- Unit - Add Invulnerable (Neutral) to (Last created unit)
- Unit - Set the custom value of (Last created unit) to 1
- Unit Group - Add (Last created unit) to LeakGroup[1]
- -------- Special Tower Conditions --------
- Trigger - Add to Ancient of Lore <gen> the event (Unit - (Last created unit) Takes damage)
- Trigger - Add to Bash <gen> the event (Unit - (Last created unit) Takes damage)
- Trigger - Add to Phase Disrupter <gen> the event (Unit - (Last created unit) Takes damage)
- Trigger - Add to Fear <gen> the event (Unit - (Last created unit) Takes damage)
- Trigger - Add to Death Knight <gen> the event (Unit - (Last created unit) Takes damage)
- Trigger - Add to Multishot <gen> the event (Unit - (Last created unit) Takes damage)
- Trigger - Add to Treant <gen> the event (Unit - (Last created unit) Takes damage)
- Trigger - Add to Ancient of Wind Cyclone <gen> the event (Unit - (Last created unit) Takes damage)
- -------- Spawn Location --------
- Set TempPoint = (Center of Red Spawn 1 <gen>)
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Loop - Actions
- Else - Actions
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If - Conditions
- Custom script: call RemoveLocation( udg_TempPoint )
- Wait 2.00 seconds
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Unit Group - Pick every unit in (Units in Red Spawn <gen>) and do (Actions)
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Loop - Actions
- Set TempPoint = (Center of Movement 1 <gen>)
- Unit - Order (Picked unit) to Move To TempPoint
- Custom script: call RemoveLocation( udg_TempPoint )
- Unit - Set the custom value of (Picked unit) to 1
- -------- Special Spawn Buffs --------
- Set SpecialSpawnInt = (SpecialSpawnInt + 1)
- -------- Level 2 Priest Inner Fire --------
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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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And - All (Conditions) are true
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Conditions
- SpecialSpawnInt Equal to 2
- Spawn_Unit_Type[5] Equal to (2) Priest
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Conditions
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And - All (Conditions) are true
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Then - Actions
- Set SpecialSpawnInt = 0
- Set TempPoint = (Center of Red Spawn <gen>)
- Unit - Create 1 DUMMY CASTER OF SPECIALS for Player 1 (Red) at TempPoint facing Default building facing degrees
- Unit - Add Inner Fire (Level 2 Priests) to (Last created unit)
- Unit - Order (Last created unit) to Human Priest - Inner Fire (Picked unit)
- Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
- Custom script: call RemoveLocation( udg_TempPoint )
- Else - Actions
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If - Conditions
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Loop - Actions
Problem: It's not casting inner fire. If I remove
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If - conditions
- Spawn_Unit_Type[5] Equal to (2) Priest