First Spawns. (Hard to explain what I mean in a title.)

TideOfChaos

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Ok, the title really wont help. Well, kind of. asHJEyfdfghj234567%^&*

So, anyway. For my arena map, when you die you respawn at a random spawn point. So yeah, there are 10 spawns for most arenas and 8 players. Anyway, when you start an arena, I need a Trigger to spawn everyone in at a spawn point, but not at the same spawn points.

All the Heroes are saves in a Unit group.
 

Tythoid

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Ok make simple

pick a random unit from unit group (your hero group) move picked unit instantly to spawn point 1
remove picked unit from unit group (your hero group)

pick a random unit from unit group (your hero group) move picked unit instantly to spawn point 2
remove picked unit from unit group (your hero group)

and so on remember use points for the movement so you dont cause leak

if you want me to make a proper trigger just ask but i think you can use the idea of this one to make it
 

Jolly chap*

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Set those regions to a region variable array first. Such as Region[1] = Spawn 1 <gen>.

Then use your trigger to spawn those units in random regions using create unit at Region[Random integer from 1 to 10]. Then have other triggers that check if Number of Units in Region Greater than 1 then move unit to another Region.

I hope that helps. Maybe there's a shorter way though. :D
 

MasterRofl

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This just might work... haven't tested it.

Set the spawn points into each Spawn_PointArray.
Trigger:
  • Untitled Trigger 001
    • Events
    • Conditions
    • Actions
      • Player Group - Pick every player in Users and do (Actions)
        • Loop - Actions
          • Custom script: loop
          • Custom script: set udg_TempInt = GetRandomInt(1, 10)
          • Custom script: exitwhen udg_Spawned_BooleanArray[udg_TempInt] == false
          • Custom script: endloop
          • Set Spawned_BooleanArray[TempInt] = True
          • Unit - Create 1 Footman for (Picked player) at Spawn_PointArray[TempInt] facing Default building facing degrees


Of course, change Footman to whatever unit you want to spawn.
 

TideOfChaos

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@Tythoid

You can Trigger it for me if you want, because well, I really can't be bothered at the moment! Heh, I'll rep you for sure.
 

TideOfChaos

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@MasterRofl

Well, my units are Heroes, that will need to drag a lot of items and variables with them.
 

MasterRofl

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Like this?
Trigger:
  • Untitled Trigger 001
    • Events
    • Conditions
    • Actions
      • Unit Group - Pick every unit in Heroes_UnitGroup and do (Actions)
        • Loop - Actions
          • Custom script: loop
          • Custom script: set udg_TempInt = GetRandomInt(1, 10)
          • Custom script: exitwhen udg_Spawned_BooleanArray[udg_TempInt] == false
          • Custom script: endloop
          • Set Spawned_BooleanArray[TempInt] = True
          • Hero - Instantly revive (Picked unit) at Spawn_PointArray[TempInt], Hide revival graphics
 

TideOfChaos

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@MasterRofl

Yeah, well, this is only for the first spawns, so a Move Instantly would be better then Revive. Ahh, I have a question, (I'm not to familiar with custom script, only removing leaks) How can I use 'TempInt' for my array?
 

Tythoid

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Code:
Actions
    Set moving_unit = (Random unit from heroes)
    Unit - Move moving_unit instantly to hero_spot[1]
    Unit Group - Remove moving_unit from heroes
    Set moving_unit = (Random unit from heroes)
    Unit - Move moving_unit instantly to hero_spot[2]
    Unit Group - Remove moving_unit from heroes
    Set moving_unit = (Random unit from heroes)
    Unit - Move moving_unit instantly to hero_spot[3]
    Unit Group - Remove moving_unit from heroes

moving unit is a variable unit
heroes is a unit group add all your heroes to this
hero_spot[1-10] is a spot with the array set to 10 just have a trigger that makes the centre of the regions these points
 

MasterRofl

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"udg_TempInt" is just an integer variable you create with the variable editor (ctrl+b in trigger editor).
 
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