Immolation
Member
- Reaction score
- 20
Trigger:
- Map Start
- Events
- Map initialization
- Conditions
- ((Player((Integer A))) controller) Equal to (==) User
- Actions
- Set StartingRects[1] = Isle 1 <gen>
- Set StartingRects[10] = Isle 10 <gen>
- Set StartingRects[11] = Isle 11 <gen>
- Set StartingRects[12] = Isle 12 <gen>
- Set StartingRects[13] = Isle 13 <gen>
- Set StartingRects[2] = Isle 2 <gen>
- Set StartingRects[3] = Isle 3 <gen>
- Set StartingRects[4] = Isle 4 <gen>
- Set StartingRects[5] = Isle 5 <gen>
- Set StartingRects[6] = Isle 6 <gen>
- Set StartingRects[7] = Isle 7 <gen>
- Set StartingRects[8] = Isle 8 <gen>
- Set StartingRects[9] = Isle 9 <gen>
- Do Multiple ActionsFor each (Integer A) from 1 to 6, do (Actions)
- Loop - Actions
- Set MapStart_Point = (Random point in StartingRects[((Integer A) + (Random integer number between -1 and 1))])
- Unit - Create 1 Undead Core Transporter for (Player((Integer A))) at MapStart_Point facing Default building facing (270.0) degrees
- Unit - Create 4 Acolyte for (Player((Integer A))) at MapStart_Point facing Default building facing (270.0) degrees
- Unit - Create 4 Shade for (Player((Integer A))) at MapStart_Point facing Default building facing (270.0) degrees
- Unit - Create 1 Ghoul for (Player((Integer A))) at MapStart_Point facing Default building facing (270.0) degrees
- Unit - Create 1 Death Knight for (Player((Integer A))) at MapStart_Point facing Default building facing (270.0) degrees
- Custom script: call RemoveLocation(udg_MapStart_Point)
- Loop - Actions
- Do Multiple ActionsFor each (Integer A) from 1 to 6, do (Actions)
- Events
At the start of the map those units are created in a random point in a random isle of my map. The problem is that occasionally the units get spawned right next to the units of another player. So, how can I remove a rect once has player has spawned there?