#1
Spawn tier 1
Events
Time - Every 15.00 seconds of game time
Conditions
Actions
Player Group - Pick every player in playergroupArraySpawn[1] and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Picked player) Food used) Less than 36
Then - Actions
Unit - Create 1 unittypeArraySpawn[(Player number of (Picked player))] for (Picked player) at (Center of regionArrayStart[(Player number of (Picked player))]) facing (Position of Fae Toadstool 0012 <gen>)
Set unitArrayDebugSpawn[(Player number of (Picked player))] = (Last created unit)
AI - Ignore unitArrayDebugSpawn[(Player number of (Picked player))]'s guard position
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
booleanArrayRallyUnit[(Player number of (Picked player))] Equal to False
booleanArrayRallyPoint[(Player number of (Picked player))] Equal to True
Then - Actions
AI - Ignore unitArrayDebugSpawn[(Player number of (Picked player))]'s guard position
Unit - Order (Last created unit) to Attack-Move To pointArrayRallyPoint[(Player number of (Picked player))]
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
booleanArrayRallyUnit[(Player number of (Picked player))] Equal to True
booleanArrayRallyPoint[(Player number of (Picked player))] Equal to True
Then - Actions
AI - Ignore unitArrayDebugSpawn[(Player number of (Picked player))]'s guard position
Unit - Order (Last created unit) to Right-Click unitArrayRallyUnit[(Player number of (Picked player))]
Else - Actions
Else - ActionsActually, it was exactly like that. This is part of a spawning system that can make units at different rates, with a periodic trigger for each rate. There's also a trigger that moves people to a different rate when they get an upgrade, and something that removes them from all the spawn groups when they die.