Bloodydood
New Member
- Reaction score
- 14
Now since using a single point can cause leaks, yet able to be fixed like so:
Is there a way to keep multiple points from leaking?
Trigger:
- Single Point
- Events
- Map initialization
- Conditions
- Actions
- Set Temp_Point = (Center of (Playable map area))
- Unit - Create 1 Footman for Player 1 (Red) at Temp_Point facing Default building facing degrees
- Custom script: call RemoveLocation (udg_Temp_Point)
- Events
Is there a way to keep multiple points from leaking?
Trigger:
- Multiple Points
- Events
- Map initialization
- Conditions
- Actions
- For each (Integer A) from 1 to 10, do (Actions)
- Loop - Actions
- Set Temp_PointArray[(Integer A)] = (Random point in (Playable map area))
- Unit - Create 1 Footman for Player 1 (Red) at Temp_PointArray[(Integer A)] facing Default building facing degrees
- Loop - Actions
- For each (Integer A) from 1 to 10, do (Actions)
- Events