TD Mass level Trigger

Hildagarn

Member
Reaction score
20
In my TD there's mass levels that spawn twice as many creeps, but one at a time. I this successfully, BUT...the it spawns 1 players spawn at a time. How do I make it to where it spawns one creep at a time for all the player slots that are playing.
Trigger:
  • Level 7 SpawnMass
    • Events
      • Time - Timer[7] expires
    • Conditions
    • Actions
      • Game - Display to (All players) for 10.00 seconds the text: Level 7 - Zerglings...
      • Game - Display to (All players) for 5.00 seconds the text: +12 Gold for comple...
      • Player Group - Pick every player in (All players controlled by a User player) and do (Player - Add 12 to (Picked player) Current gold)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 1 (Red) slot status) Equal to Is playing
        • Then - Actions
          • For each (Integer A) from 1 to 20, do (Actions)
            • Loop - Actions
              • Unit - Create 1 Zergling for Player 12 (Brown) at (Center of Spawn R <gen>) facing (Center of Leak R <gen>)
              • Unit - Order (Last created unit) to Move To (Center of Leak R <gen>)
              • Wait 0.30 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 2 (Blue) slot status) Equal to Is playing
        • Then - Actions
          • For each (Integer A) from 1 to 20, do (Actions)
            • Loop - Actions
              • Unit - Create 1 Zergling for Player 12 (Brown) at (Center of Spawn B <gen>) facing (Center of Leak B <gen>)
              • Unit - Order (Last created unit) to Move To (Center of Leak B <gen>)
              • Wait 0.30 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 3 (Teal) slot status) Equal to Is playing
        • Then - Actions
          • For each (Integer A) from 1 to 20, do (Actions)
            • Loop - Actions
              • Unit - Create 1 Zergling for Player 12 (Brown) at (Center of Spawn T <gen>) facing (Center of Leak T <gen>)
              • Unit - Order (Last created unit) to Move To (Center of Leak T <gen>)
              • Wait 0.30 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 4 (Purple) slot status) Equal to Is playing
        • Then - Actions
          • For each (Integer A) from 1 to 20, do (Actions)
            • Loop - Actions
              • Unit - Create 1 Zergling for Player 12 (Brown) at (Center of Spawn PU <gen>) facing (Center of Leak PU <gen>)
              • Unit - Order (Last created unit) to Move To (Center of Leak PU <gen>)
              • Wait 0.30 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 5 (Yellow) slot status) Equal to Is playing
        • Then - Actions
          • For each (Integer A) from 1 to 20, do (Actions)
            • Loop - Actions
              • Unit - Create 1 Zergling for Player 12 (Brown) at (Center of Spawn Y <gen>) facing (Center of Leak Y <gen>)
              • Unit - Order (Last created unit) to Move To (Center of Leak R <gen>)
              • Wait 0.30 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 6 (Orange) slot status) Equal to Is playing
        • Then - Actions
          • For each (Integer A) from 1 to 20, do (Actions)
            • Loop - Actions
              • Unit - Create 1 Zergling for Player 12 (Brown) at (Center of Spawn O <gen>) facing (Center of Leak O <gen>)
              • Unit - Order (Last created unit) to Move To (Center of Leak O <gen>)
              • Wait 0.30 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 7 (Green) slot status) Equal to Is playing
        • Then - Actions
          • For each (Integer A) from 1 to 20, do (Actions)
            • Loop - Actions
              • Unit - Create 1 Zergling for Player 12 (Brown) at (Center of Spawn Green <gen>) facing (Center of Leak Green <gen>)
              • Unit - Order (Last created unit) to Move To (Center of Leak Green <gen>)
              • Wait 0.30 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 8 (Pink) slot status) Equal to Is playing
        • Then - Actions
          • For each (Integer A) from 1 to 20, do (Actions)
            • Loop - Actions
              • Unit - Create 1 Zergling for Player 12 (Brown) at (Center of Spawn PI <gen>) facing (Center of Leak PI <gen>)
              • Unit - Order (Last created unit) to Move To (Center of Leak PI <gen>)
              • Wait 0.30 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 9 (Gray) slot status) Equal to Is playing
        • Then - Actions
          • For each (Integer A) from 1 to 20, do (Actions)
            • Loop - Actions
              • Unit - Create 1 Zergling for Player 12 (Brown) at (Center of Spawn Grey <gen>) facing (Center of Leak Grey <gen>)
              • Unit - Order (Last created unit) to Move To (Center of Leak Grey <gen>)
              • Wait 0.30 seconds
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 10 (Light Blue) slot status) Equal to Is playing
        • Then - Actions
          • For each (Integer A) from 1 to 20, do (Actions)
            • Loop - Actions
              • Unit - Create 1 Zergling for Player 12 (Brown) at (Random point in Spawn LB DG <gen>) facing (Center of Leak Region <gen>)
              • Unit - Order (Last created unit) to Move To (Center of Leak Region <gen>)
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 11 (Dark Green) slot status) Equal to Is playing
        • Then - Actions
          • For each (Integer A) from 1 to 20, do (Actions)
            • Loop - Actions
              • Unit - Create 1 Zergling for Player 12 (Brown) at (Random point in Spawn LB DG <gen>) facing (Center of Leak Region <gen>)
              • Unit - Order (Last created unit) to Move To (Center of Leak Region <gen>)
        • Else - Actions
 

Komaqtion

You can change this now in User CP.
Reaction score
469
Trigger:
  • Spawn units with delay for all players
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 20, do (Actions)
        • Loop - Actions
          • For each (Integer B) from 1 to 9, do (Actions)
            • Loop - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • ((Player((Integer B))) controller) Equal to User
                  • ((Player((Integer B))) slot status) Equal to Is playing
                • Then - Actions
                  • Set TempPoint = (Center of (Playable map area))
                  • Set TempPoint2 = (Center of Region 1 <gen>)
                  • Unit - Create 1 Footman for (Player((Integer B))) at TempPoint facing TempPoint2
                  • Unit - Order (Last created unit) to Move To TempPoint2
                  • Custom script: call RemoveLocation(udg_TempPoint)
                  • Custom script: call RemoveLocation(udg_TempPoint2)
                • Else - Actions
          • Wait 2.00 seconds


Something like that should work ;)
 

Hildagarn

Member
Reaction score
20
I tried this and i'm confused at how you would make multiple spawn points. Because each player has his own spawn point.
 

Accname

2D-Graphics enthusiast
Reaction score
1,462
save the points into an array at the map initialization. the array index for the point should be the player number of the player owning that spawn point.

SpawnPoint[1] = Spawnpoint for player 1
SpawnPoint[2] = Spawnpoint for player 2
SpawnPoint[3] = Spawnpoint for player 3
...
 
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