Unit - Create 1 Footman for Player 1 (Red) at (Center of <Region> <gen>) facing Default building facing degrees
event - a unit dies
conditions - owner of (triggering unit) is equal to (player 12? neutral hostile?)
actions -
wait X seconds
create 1 (unit type of triggering unit) at (position of triggering unit) for (owner of triggering unit)
event - a unit dies
conditions - owner of (triggering unit) is equal to (player 12? neutral hostile?)
actions -
wait X seconds
create 1 (unit type of triggering unit) at (position of triggering unit) for (owner of triggering unit)
Actions
Wait 5.00 seconds
Set Temp_Point = Position of (Triggering unit)
Unit - Create 1 (Unit type of (Triggering unit)) at Temp_Point for (owner of (Triggering unit))
Custom script: call RemoveLocation(udg_Temp_Point)
event - a unit owned by Hostile dies
conditions -
actions -
wait X seconds
create 1 (unit type of triggering unit) at (random point in (RegionVariable(Random number between 1 and 3))) for (owner of triggering unit)
event - a unit owned by Hostile dies
conditions -
actions -
wait X seconds
Set temp_pnt = (random point in (RegionVariable(Random number between 1 and 3)))
create 1 (unit type of triggering unit) at (temp_pnt) for (owner of triggering unit)
Custom script: call RemoveLocation(udg_temp_pnt
Creep Revival System Initialization
Events
Map initialization
Conditions
Actions
Unit Group - Pick every unit in (Units in (Playable map area) owned by Neutral Hostile) and do (Actions)
Loop - Actions
Set Integer = (Integer + 1)
Unit - Set the custom value of (Picked unit) to Integer
Custom script: set udg_Creep_X[udg_Integer] = GetUnitX(GetEnumUnit())
Custom script: set udg_Creep_Y[udg_Integer] = GetUnitY(GetEnumUnit())
Reving Creeps 1 By 1
Events
Unit - A unit Dies
Conditions
((Owner of (Triggering unit)) Equal to Neutral Hostile) and (((Triggering unit) is Summoned) Not equal to True)
Actions
Wait 60.00 game-time seconds
Set Temp_Point[1] = (Center of (Entire map))
Set Temp_Point[2] = (Temp_Point[1] offset by (Creep_X[(Custom value of (Triggering unit))], Creep_Y[(Custom value of (Triggering unit))]))
Unit - Create 1 (Unit-type of (Triggering unit)) for (Owner of (Triggering unit)) at Temp_Point[2] facing (Random angle) degrees
Unit - Set the custom value of (Last created unit) to (Custom value of (Triggering unit))
For each (Integer A) from 1 to 2, do (Custom script: call RemoveLocation(udg_Temp_Point[GetForLoopIndexA()]))
event - map init.
conditions - none
actions -
set (temp_group) = all units on playable map area matching (owner of matching unit is equal to (player)) is true
[COLOR="Red"]game - display (number of units in temp_group) to all players[/COLOR]
for each intiger A from 1 to (number of units in temp_group) do actions*
*set (unit) (intiger A) = random unit from (temp_group)
*remove (unit) (intiger A) from (temp_group)
*set (temp_pos) (intiger A) = (position of unit (intiger A))
event - a unit dies
conditions - none
actions -
for each intiger from 1 to ([COLOR="Red"]number of units on map[/COLOR])
if (triggering unit) is equal to (unit) (intiger A) then do actions*
*wait X seconds
*create 1 (unit) (intiger A) at (temp_pos) (intiger A)
else do nothing[/QUOTE]
Custom script: call RemoveLocation(udg_temp_pnt)