[Trigger] fix my respawn trigger

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Nov 21, 2008
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well after a grunt dies, they spawn and should attack, problem is when they respawn they dont attack. spot my problem please.

  • Respawn Wave
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Dying unit)) Equal to Grunt
    • Actions
      • Set TempGroup = (Units in (Playable map area) matching (((Owner of (Matching unit)) Equal to Player 11 (Dark Green)) or ((Owner of (Matching unit)) Equal to Player 12 (Brown))))
      • Set TempGroup2 = (Units in (Playable map area) matching (((Matching unit) belongs to an enemy of Player 12 (Brown)) Equal to True))
      • For each (Integer A) from 1 to 1, do (Actions)
        • Loop - Actions
          • Set Spawn_Point2[1] = (Random point in SpawnRegions2[(Random integer number between 1 and 2)])
          • Unit - Create 1 Grunt for Player 12 (Brown) at Spawn_Point2[1] facing Default building facing degrees
          • Unit - Order (Last created unit) to Attack (Random unit from TempGroup2)
          • Unit - Create 1 Grunt for Player 11 (Dark Green) at Spawn_Point2[1] facing Default building facing degrees
          • Unit - Order (Last created unit) to Attack (Random unit from TempGroup2)
          • Custom script: call RemoveLocation (udg_Spawn_Point2[1])
          • Custom script: call RemoveLocation (udg_Spawn_Point2[bj_forLoopAIndex])
          • Wait 0.00 seconds
if u need more details tell me
 
Custom script: call RemoveLocation (udg_Spawn_Point2[1])
Custom script: call RemoveLocation (udg_Spawn_Point2[bj_forLoopAIndex])


Here u are destroying the same Location 2 times, u better set the locations in the begining of the trigger or dunno make your trigger a unit of type grund enter in region or whatever
 
uhm,, i think you should create a variable for those respawning units,
for example

Set Respawned_Unit = (Last Created Unit)
Unit - Order Respawned_Unit to Attack (Random unit from TempGroup2)

then just clear the leaks. Im not sure about that, but it worth to try.
xD
 
theres something... open object editor edit the GRUNT's "STAT - CAN FLEE" set it to false, again, im not sure, but try it, and then, make a trigger that will order that unit to kill again after killing a unit,

Event
A unit dies

Condition
Killing unit belongs to an ally of Player 11(Dark Green) or Killing Unit belongs to an ally of Player 12(Brown)

Action
Unit - Order (Killing Unit) to Attack (Random unit from TempGroup2)


and if that doesnt work, try using varibles again xD
 
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