Reduce the amount of trigger used for "Create 1 Unit for Player using If/Then/Else"

Opa

New Member
Reaction score
3
Hello everyone,

I am talking about:

Event - Map Initialization
Condition -
Action - If/Then/Else
If-Condition
Player 1 slot status equal to playing
Then
Create 1 unit for player 1 at location a
Else


Am I able to sum these kind of things up? Or do I have to create 1 for each player. If I am not able to sum it up, is it bad or will it cause any lag?
 

Hotwer

New Member
Reaction score
0
No, It's just what I mean a "Check Players Trigger'.
I don't think it will lag. Triggers will not the big problems with lag in your game.
Don't make a lot of units, and so much doodads, I think it will help.
 

Mahrloc

New Member
Reaction score
5
spawn
Event
Map initialization
conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
'IF'-Conditions
((Player((Integer A))) controller) equal to User
'THEN'-actions
unit - Create 1 Unit for (Player((Integer A))) at (Center of (Playable map area)) facing angle degrees
'ELSE'-actions

the function for (Player((Integer A))) is convert player index to player
 

Opa

New Member
Reaction score
3
spawn
Event
Map initialization
conditions
Actions
For each (Integer A) from 1 to 12, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
'IF'-Conditions
((Player((Integer A))) controller) equal to User
'THEN'-actions
unit - Create 1 Unit for (Player((Integer A))) at (Center of (Playable map area)) facing angle degrees
'ELSE'-actions

the function for (Player((Integer A))) is convert player index to player

thx, but i want it to spawn at different regions
 

Tawnttoo

New Member
Reaction score
36
Indeed. Use it in the trigger like this: unit - Create 1 Unit for (Player((Integer A))) at (temp_point[(Integer A)]) facing angle degrees
 
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