Dalemil
New Member
- Reaction score
- 2
Here's my problem. Player 1, 2 and 3 all buy spawners. Player 1 buys his first, but when Player 2 buys his spawner, Player 1's spawner stops spawning units. When Player 3 buys a spawner, Player 2's spawner stops spawning units. So the only one that spawns units is Player 3's. I can't find the leak where ever it be. Please help me with this. Also, I was lazy and only posted the "human" spawning trigger. All four of them look the same.
Trigger:
- Melee Initialization
- Events
- Map initialization
- Conditions
- Actions
- Game - Set the time of day to 6.00
- Player Group - Pick every player in (All players) and do (Actions)
- Loop - Actions
- Player - Set (Picked player) Current gold to 50
- Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area)
- Player - Turn Gives bounty On for (Picked player)
- Camera - Pan camera for (Picked player) to (Center of (Playable map area)) over 0.00 seconds
- Loop - Actions
- Countdown Timer - Start timer as a Repeating timer that will expire in 5.00 seconds
- Events
Trigger:
- Spawn Pick
- Events
- Unit - A unit Sells a unit
- Conditions
- Actions
- Set Sold_unit = (Sold unit)
- Set owner_Sold = (Owner of (Sold unit))
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Unit-type of (Sold unit)) Equal to Night Elf Spawner
- Then - Actions
- Unit - Create 1 Basic Night Elf for owner_Sold at (owner_Sold start location) facing Default building facing degrees
- Unit - Move Sold_unit instantly to (owner_Sold start location)
- Camera - Pan camera for owner_Sold to (Position of Sold_unit) over 0.00 seconds
- Trigger - Turn on Picks Night Elf <gen>
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Unit-type of (Sold unit)) Equal to Orc Spawner
- Then - Actions
- Unit - Create 1 Basic Orc for owner_Sold at (owner_Sold start location) facing Default building facing degrees
- Unit - Move Sold_unit instantly to (owner_Sold start location)
- Camera - Pan camera for owner_Sold to (Position of Sold_unit) over 0.00 seconds
- Trigger - Turn on Picks Orc <gen>
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Unit-type of (Sold unit)) Equal to Undead Spawner
- Then - Actions
- Unit - Create 1 Basic Undead for owner_Sold at (owner_Sold start location) facing Default building facing degrees
- Unit - Move Sold_unit instantly to (owner_Sold start location)
- Camera - Pan camera for owner_Sold to (Position of Sold_unit) over 0.00 seconds
- Trigger - Turn on Picks Undead <gen>
- Else - Actions
- If - Conditions
- If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- If - Conditions
- (Unit-type of (Sold unit)) Equal to Human Spawner
- Then - Actions
- Unit - Create 1 Basic Human for owner_Sold at (owner_Sold start location) facing Default building facing degrees
- Unit - Move Sold_unit instantly to (owner_Sold start location)
- Camera - Pan camera for owner_Sold to (Position of Sold_unit) over 0.00 seconds
- Trigger - Turn on Picks Human <gen>
- Else - Actions
- If - Conditions
- Events
Trigger:
- Picks Human
- Events
- Time - timer expires
- Conditions
- (Unit-type of Sold_unit) Equal to Human Spawner
- Actions
- Set temp_point = (Position of Sold_unit)
- Unit - Create 2 Footman for owner_Sold at temp_point facing Default building facing degrees
- Custom script: call RemoveLocation (udg_temp_point)
- Events