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