i have a better system. heres the map. X-------y y is where the guys end and x is where the guys start. Do triggers.
| Trigger |
| Description: |
| Levels Start |
|
| Players: |
| ¤ All Players |
| Conditions: |
| ¤ Always |
| Actions: |
| ¤ Set timer to "time you want players to initially build with" |
Then have a trigger.
| Trigger |
| Description: |
| Next Level |
|
| Players: |
| ¤ All Players |
| Conditions: |
| ¤ Countdown timer at most 0 |
| Actions: |
¤ Set deathcounts for "pick an unused unit" add 1
|
| ¤ Set timer to "time you want player to build and kill attackers until next level" |
The deathcount # will be the current level. ie dc 1=level 1
| Trigger |
| Description: |
| Force Level Startl |
|
| Players: |
| ¤ All Players |
| Conditions: |
| ¤ Current player brings exactly 1 civillian to level start |
| Actions: |
¤ Set deathcounts for "pick an unused unit" add 1
|
¤ Set timer to "time you want player to build and kill attackers until next level"
|
| ¤ move civillian to civillian restart. |
Thats for, if the players dont want to wait.
For each level have.
| Trigger |
| Description: |
| Level "?" |
|
| Players: |
| ¤ All Players |
| Conditions: |
| ¤ Deathcounts="?" |
| Actions: |
| ¤ Do what you want with that level |
Very simple thing to do.
Also add in the civillian give to p2+ so that they dont have to wait if p1 leaves.
Dc are better than switches because you dont have to use a lotta of them. Now there free for other things. I also recommend doing checks to see if a person is there. Ie.(dc=2, player 2 controls create this here. That way if theres less players theres still a fair game. This way you dont need a full house to win.