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World Editor Help Zone Ask general questions about World Editor features and use in this forum. If you need help fixing a trigger, please post it in Triggers & Scripts. Please review the forum rules before posting.

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Old 01-01-2011, 06:47 AM   #1 (permalink)
Registered User Tenshi no aisudora
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Warcraft III basic trigger gone hay-wire!

I am building a map, and it is almost finished. I can release it as soon as this error is fixed. For some reason this trigger isn't setting the integer higher. I had a trigger for doing this before but it was highly unstable, and leaky. I built this new one for the newest version. I am hoping to have this released today/tomorrow.
Zombie

Spawn
Spawn
Events
Conditions
(Number of units in Zombies) Equal to 0
Actions
Set Zombie_Spawn[0] = (Center of Spawn TL <gen>)
Set Zombie_Spawn[1] = (Center of Spawn BL <gen>)
Set Zombie_Spawn[2] = (Center of Spawn BR <gen>)
Set Zombie_Spawn[3] = (Center of Spawn TR <gen>)
Game - Display to (All players) the text: (Wave + (String(Wave_Display)))
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Zombie_Check Equal to 0
Then - Actions
Set Zombie_Check = 1
Unit - Create 10 Zombie for Neutral Hostile at Zombie_Spawn[0] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 10 Zombie for Neutral Hostile at Zombie_Spawn[1] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 10 Zombie for Neutral Hostile at Zombie_Spawn[2] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 10 Zombie for Neutral Hostile at Zombie_Spawn[3] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Custom script: call RemoveLocation(udg_Zombie_Spawn[0])
Custom script: call RemoveLocation(udg_Zombie_Spawn[1])
Custom script: call RemoveLocation(udg_Zombie_Spawn[2])
Custom script: call RemoveLocation(udg_Zombie_Spawn[3])
Trigger - Turn off (This trigger)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Zombie_Check Equal to 1
Then - Actions
Set Zombie_Check = 2
Unit - Create 10 Blood Zombie for Neutral Hostile at Zombie_Spawn[0] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 10 Blood Zombie for Neutral Hostile at Zombie_Spawn[1] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 10 Blood Zombie for Neutral Hostile at Zombie_Spawn[2] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 10 Blood Zombie for Neutral Hostile at Zombie_Spawn[3] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Custom script: call RemoveLocation(udg_Zombie_Spawn[0])
Custom script: call RemoveLocation(udg_Zombie_Spawn[1])
Custom script: call RemoveLocation(udg_Zombie_Spawn[2])
Custom script: call RemoveLocation(udg_Zombie_Spawn[3])
Trigger - Turn off (This trigger)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Zombie_Check Equal to 2
Then - Actions
Set Zombie_Check = 3
Unit - Create 5 Zombie Beetle for Neutral Hostile at Zombie_Spawn[0] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 5 Zombie Beetle for Neutral Hostile at Zombie_Spawn[1] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 5 Zombie Beetle for Neutral Hostile at Zombie_Spawn[2] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 5 Zombie Beetle for Neutral Hostile at Zombie_Spawn[3] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Custom script: call RemoveLocation(udg_Zombie_Spawn[0])
Custom script: call RemoveLocation(udg_Zombie_Spawn[1])
Custom script: call RemoveLocation(udg_Zombie_Spawn[2])
Custom script: call RemoveLocation(udg_Zombie_Spawn[3])
Trigger - Turn off (This trigger)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Zombie_Check Equal to 3
Then - Actions
Set Zombie_Check = 4
Unit - Create 5 Fat Zombie for Neutral Hostile at Zombie_Spawn[0] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 5 Fat Zombie for Neutral Hostile at Zombie_Spawn[1] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 5 Fat Zombie for Neutral Hostile at Zombie_Spawn[2] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 5 Fat Zombie for Neutral Hostile at Zombie_Spawn[3] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Custom script: call RemoveLocation(udg_Zombie_Spawn[0])
Custom script: call RemoveLocation(udg_Zombie_Spawn[1])
Custom script: call RemoveLocation(udg_Zombie_Spawn[2])
Custom script: call RemoveLocation(udg_Zombie_Spawn[3])
Trigger - Turn off (This trigger)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Zombie_Check Equal to 4
Then - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Wave_Check Not equal to 10
Then - Actions
Set Zombie_Check = 0
Set Wave_Check = (Wave_Check + 1)
Set Wave_Check2 = (Wave_Check2 + 1)
Set Wave_Display = (Wave_Display + 1)
Else - Actions
Unit - Create 1 Zombie Furbulog for Neutral Hostile at Zombie_Spawn[0] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 Zombie Giant Spider for Neutral Hostile at Zombie_Spawn[1] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 Zombie Giant Spider for Neutral Hostile at Zombie_Spawn[2] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 Zombie Lizard Mutation for Neutral Hostile at Zombie_Spawn[3] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Custom script: call RemoveLocation(udg_Zombie_Spawn[0])
Custom script: call RemoveLocation(udg_Zombie_Spawn[1])
Custom script: call RemoveLocation(udg_Zombie_Spawn[2])
Custom script: call RemoveLocation(udg_Zombie_Spawn[3])
Trigger - Turn off (This trigger)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Wave_Check Equal to 10
Then - Actions
Set Zombie_Check = 0
Set Wave_Check = 0
Set Wave_Display = (Wave_Display + 1)
Set Wave_Check2 = (Wave_Check2 + 1)
Unit - Create 1 Nuclear Zombie for Neutral Hostile at Zombie_Spawn[0] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Unit - Create 1 Nuclear Zombie for Neutral Hostile at Zombie_Spawn[2] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Custom script: call RemoveLocation(udg_Zombie_Spawn[0])
Custom script: call RemoveLocation(udg_Zombie_Spawn[1])
Custom script: call RemoveLocation(udg_Zombie_Spawn[2])
Custom script: call RemoveLocation(udg_Zombie_Spawn[3])
Trigger - Turn off (This trigger)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Wave_Check2 Equal to 100
Then - Actions
Set Zombie_Check = 0
Set Wave_Check = 0
Set Wave_Check2 = 0
Set Wave_Display = (Wave_Display + 1)
Unit - Create 1 Nuclear Zombie for Neutral Hostile at Zombie_Spawn[2] facing Default building facing degrees
Unit Group - Add (Last created unit) to Zombies
Custom script: call RemoveLocation(udg_Zombie_Spawn[0])
Custom script: call RemoveLocation(udg_Zombie_Spawn[1])
Custom script: call RemoveLocation(udg_Zombie_Spawn[2])
Custom script: call RemoveLocation(udg_Zombie_Spawn[3])
Trigger - Turn off (This trigger)
Else - Actions

Spawn Start
Spawn Start
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Trigger - Run Spawn <gen> (ignoring conditions)

Spawn Restart
Spawn Restart
Events
Unit - A unit Dies
Conditions
(Owner of (Dying unit)) Equal to Neutral Hostile
Actions
Unit Group - Remove (Dying unit) from Zombies
Trigger - Run Spawn <gen> (checking conditions)



Please tell me what is wrong with this script D:. I think I might be leaving out info. If you need it just say.
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Last edited by Tenshi no aisudora; 01-01-2011 at 07:46 AM.
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Old 01-01-2011, 07:34 AM   #3 (permalink)
Registered User GIANT_CRAB
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Move to trigger and scripts plz. thnkx bro

Edit: make it shorter by moving the call Remove to the bottom, that should shorten a lot.
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Old 01-01-2011, 07:51 AM   #4 (permalink)
Registered User Tenshi no aisudora
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If I move that to the bottom it will not run because the trigger shuts off before it gets to the bottom if it runs any of the zombie spawns. If the turn off is removed then it gets rid of the problem of the zombies staying at one level... but every kind of zombie is spawned at once.
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Old 01-01-2011, 08:35 AM   #5 (permalink)
Registered User BreathingAcid
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Try:

Set Zombie_Check = (Zombie_Check + 1)
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Old 01-01-2011, 08:50 AM   #6 (permalink)
Registered User Tenshi no aisudora
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Okay nevermind it is solved. Thanks for you help Crab!
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