Human Spawn
Before:
Spoiler:
Code: Select all
Humans Spawn
Events
Map initialization
Conditions
Actions
If ((Player 1 (Red) slot status) Equal to Is playing) then do (Unit - Create 1 Humans for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
If ((Player 2 (Blue) slot status) Equal to Is playing) then do (Unit - Create 1 Humans for Player 2 (Blue) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
If ((Player 3 (Teal) slot status) Equal to Is playing) then do (Unit - Create 1 Humans for Player 3 (Teal) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
If ((Player 4 (Purple) slot status) Equal to Is playing) then do (Unit - Create 1 Humans for Player 4 (Purple) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
If ((Player 5 (Yellow) slot status) Equal to Is playing) then do (Unit - Create 1 Humans for Player 5 (Yellow) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
If ((Player 6 (Orange) slot status) Equal to Is playing) then do (Unit - Create 1 Humans for Player 6 (Orange) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
If ((Player 7 (Green) slot status) Equal to Is playing) then do (Unit - Create 1 Humans for Player 7 (Green) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
If ((Player 8 (Pink) slot status) Equal to Is playing) then do (Unit - Create 1 Humans for Player 8 (Pink) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
If ((Player 9 (Gray) slot status) Equal to Is playing) then do (Unit - Create 1 Humans for Player 9 (Gray) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
If ((Player 10 (Light Blue) slot status) Equal to Is playing) then do (Unit - Create 1 Humans for Player 10 (Light Blue) at (Center of (Playable map area)) facing Default building facing degrees) else do (Do nothing)
Unit Group - Add (Triggering unit) to HumanGroup[10]
Spoiler:
Code: Select all
Humans Spawn
Events
Map initialization
Conditions
Actions
For each (Integer A) from 1 to 10, do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Player((Integer A))) slot status) Equal to Is playing
((Player((Integer A))) controller) Equal to User
Then - Actions
Unit - Create 1 Humans for (Player((Integer A))) at (Center of (Playable map area)) facing Default building facing degrees
Unit Group - Add (Last created unit) to HumanGroup[10]
Else - Actions
Trigger - Run Human Skins <gen> (checking conditions)
Before
Spoiler:
Code: Select all
Human
Events
Unit - A unit enters (Entire map)
Conditions
(Unit-type of (Triggering unit)) Equal to Humans
Actions
Game - Display to (All players) for 5.00 seconds the text: An admin has entere...
Wait 5.00 seconds
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Name of (Triggering player)) Equal to Vampiric.Tobias
Then - Actions
Unit - Create 1 Vampiric.Tobias for (Triggering player) at (Center of (Playable map area)) facing Default building facing degrees
Unit Group - Add (Triggering unit) to HumanGroup[10]
Else - Actions
Do nothing
Spoiler:
Code: Select all
Human Skins
Events
Conditions
Actions
Unit Group - Pick every unit in HumanGroup[10] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Name of (Owner of (Picked unit))) Equal to Vampiric.Tobias
Then - Actions
Unit - Replace (Picked unit) with a Vampiric.Tobias using The old unit's relative life and mana
Else - Actions
Props to Arabidnun for the triggers!