Help with World editor, please read

LoganW

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I am aiming to create a sort of zombie defense map, in which the zombies will spawn from a certain point, and travel along a linear path to the human encampment I will need to know the following:
1. How to create a spawn point
2. how to make a 1 min point at beginning to get units, etc, and 30 sec in between waves
3. how to resrict building of certain buildings and/or units
4. how to do a "if more than 20 zombies pass, you fail" thing
5. how to restrict my players from going certain places, but still allow the zombies to pass it
Any help would be greatly appreciated :D. thanks!
Also- having problems with internet, so I might have already posted this, sorry if I did.
 

Lord Regno

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1. Make a region, name it to spawn point :p

2.

First make a temp_point and timer variable:
1. Go to trigger menu then click on ctrl + b.
2. Now click on the green +X or ctrl + n
4. Name the variable name to: temp_point
3. Then in variable menu click on p until point shows up.
4. Make step 1-2 again.
5. Name a timer to spawntimer
6. Klick on t until timer shows up.

2.
Trigger:
  • Spawn creeps int
    • Events
      • Time - Elapsed game time is 60.00 seconds
    • Conditions
    • Actions
      • Set temp_point = (Center of (spawn point))
      • Unit - Create 5 zombie for Player 11 (Dark Green) at temp_point facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_temp_point)
      • Countdown Timer - Start spawntimer as a One-shot timer that will expire in 30.00 seconds


Trigger:
  • spawn creeps
    • Events
      • Time - Text expires
    • Conditions
    • Actions
      • Set temp_point = (Center of (spawn point))
      • Unit - Create 5 zombie for Player 11 (Dark Green) at temp_point facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_temp_point)
      • Countdown Timer - Start spawntimer as a One-shot timer that will expire in 30.00 seconds


3.
Trigger:
  • Map Int
    • Events
      • Map initialization
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • Player - Limit training of Gold Mine to 1 for (Player((Integer A)))


1 = payer one (Red)

4. Make a integer variable and a region then make this:

Trigger:
  • Defeted
    • Events
      • Unit - A unit enters Human base <gen>
    • Conditions
      • Or - Any (Conditions) are true
        • Conditions
          • (Unit-type of (Triggering unit)) Equal to Zomby
          • (Unit-type of (Triggering unit)) Equal to zomby2
      • Actions
        • Set def_count = (def_count + 1)
        • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • def_count Greater than or equal to 20
          • Then - Actions
            • For each (Integer A) from 1 to 10, do (Actions)
              • Loop - Actions
                • Game - Defeat (Player((Integer A))) with the message: Defeat!
          • Else - Actions


Or you can change it to from 20 to 0, it's easier if you want to have a leaderbord lather on that count the lives humans have left. Just change the default value on the def_int to 20 or add this to map int:

Trigger:
  • Map Int
    • Events
      • Map initialization
    • Conditions
      • Actions
        • Set Int_count = 20
        • For each (Integer A) from 1 to 12, do (Actions)
          • Loop - Actions
            • Player - Limit training of Gold Mine to 1 for (Player((Integer A)))




Trigger:
  • Defeted
    • Events
      • Unit - A unit enters Human base <gen>
    • Conditions
    • Or - Any (Conditions) are true
      • Conditions
        • (Unit-type of (Triggering unit)) Equal to Zomby
        • (Unit-type of (Triggering unit)) Equal to Zomby2
    • Actions
      • Set def_count = (def_count - 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • def_count Less than or equal to 0
        • Then - Actions
          • For each (Integer A) from 1 to 10, do (Actions)
            • Loop - Actions
              • Game - Defeat (Player((Integer A))) with the message: Defeat!
        • Else - Actions


5.Make one restricted region then one out region outside the restricted region.

Trigger:
  • Defeted Copy
    • Events
      • Unit - A unit enters restricted region <gen>
    • Conditions
    • Or - Any (Conditions) are true
      • Conditions
        • (Unit-type of (Triggering unit)) Not Equal to Zomby
        • (Unit-type of (Triggering unit)) Not Equal to Zomby2
        • (owner of triggering unit) equal to player 12/ zomby group <- Or just this condition (free handed)
      • Actions
        • Set temp_point = (Random point in restricted region out)
        • Unit - Move (Triggering unit) instantly to temp_point
        • Custom script: call RemoveLocation (udg_temp_point)


Why do you make the temp_points? Because ells they leak read more of leaks here:

Memory Leaks and Custom Scripts

EDITED Number 4
 
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