- Joined
- Jan 16, 2011
- Messages
- 44
I need help my spawn trigger is well messed up. The timer will not stop until it spawn the 1st and 2nd level of creeps wave. After it stop it will trigger again when all creeps died but the next wave is empty because I only assigned 2 level creeps.
My Triggers
My Triggers
-
Initialize
-
Events
-
Map initialization
-
-
Conditions
-
Actions
-
Player Group - Pick every player in (All players) and do (Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area))
-
Player - Turn Gives bounty On for Player 11 (Dark Green)
-
Set lvlnum = 0
-
-------- LEVEL 1 --------
-
Set Unit_Type_Var_1[1] = Adik na Askal
-
Set Unit_Type_Var_2[1] = Adik na Manok
-
Set Unit_Type_Var_3[1] = Adik na Kanding
-
-------- Unit Amount --------
-
Set Unit_Integer_Var_1[1] = 1
-
Set Unit_Integer_Var_2[1] = 3
-
Set Unit_Integer_Var_3[1] = 3
-
-------- LEVEL 2 --------
-
Set Unit_Type_Var_1[2] = Adik na Askal
-
Set Unit_Type_Var_2[2] = Adik na Bayot
-
Set Unit_Type_Var_3[2] = Adik na Kanding
-
-------- Unit Amount --------
-
Set Unit_Integer_Var_1[2] = 3
-
Set Unit_Integer_Var_2[2] = 1
-
Set Unit_Integer_Var_3[2] = 4
-
-
-
Timer Initialize
-
Events
-
Time - Elapsed game time is 10.00 seconds
-
-
Conditions
-
Actions
-
Game - Display to (All players) the text: Countdown started. ...
-
Countdown Timer - Start roundwindow as a One-shot timer that will expire in 30.00 seconds
-
Set RoundWindow_Var = (Last started timer)
-
Countdown Timer - Create a timer window for (Last started timer) with title (Enemy Wave + ((String(lvlnum)) + in: ))
-
Player Group - Pick every player in (All players) and do (Countdown Timer - Show (Last created timer window) for (Picked player))
-
Player Group - Pick every player in (All players) and do (Player - Add 1000 to (Picked player) Current gold)
-
-
-
Round Timer expire
-
Events
-
Time - roundwindow expires
-
-
Conditions
-
Actions
-
Game - Display to (All players) the text: (|c00999900Round + (|c00990000 + ((String(lvlnum)) + (|r + |c00999900has started!|r))))
-
Player Group - Pick every player in (All players) and do (Countdown Timer - Hide (Last created timer window) for (Picked player))
-
Countdown Timer - Destroy (Last created timer window)
-
Wait until ((All units of (Units owned by Player 11 (Dark Green)) are dead) Equal to True), checking every 1.00 seconds
-
Game - Display to (All players) the text: Countdown Started f...
-
Countdown Timer - Start roundwindow as a One-shot timer that will expire in 20.00 seconds
-
Set RoundWindow_Var = (Last started timer)
-
Countdown Timer - Create a timer window for (Last started timer) with title (Enemy Wave + ((String(lvlnum)) + in: ))
-
Player Group - Pick every player in (All players) and do (Countdown Timer - Show (Last created timer window) for (Picked player))
-
-
-
Region
-
Events
-
Map initialization
-
-
Conditions
-
Actions
-
Set loc[1] = (Center of spawleft <gen>)
-
Set loc[2] = (Center of spawnmiddle <gen>)
-
Set loc[3] = (Center of spawnright <gen>)
-
-
-
Spawn
-
Events
-
Time - roundwindow expires
-
-
Conditions
-
Actions
-
Set lvlnum = (lvlnum + 1)
-
For each (Integer A) from 1 to Unit_Integer_Var_1[lvlnum], do (Actions)
-
Loop - Actions
-
Set incrementx = 1
-
Set incrementy = 1
-
For each (Integer B) from 1 to 3, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Unit_Type_Var_1[lvlnum] for Player 11 (Dark Green) at loc[incrementy] facing Default building facing degrees
-
Unit - Order (Last created unit) to Attack-Move To (Center of target <gen>)
-
Unit - Create 1 Unit_Type_Var_1[lvlnum] for Player 11 (Dark Green) at loc[(incrementy + 1)] facing Default building facing degrees
-
Unit - Order (Last created unit) to Attack-Move To (Center of target <gen>)
-
Set incrementy = (incrementy + 2)
-
-
-
Wait 0.75 seconds
-
-
-
For each (Integer A) from 1 to Unit_Integer_Var_3[lvlnum], do (Actions)
-
Loop - Actions
-
Set incrementx = 1
-
Set incrementy = 1
-
For each (Integer B) from 1 to 4, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Unit_Type_Var_3[lvlnum] for Player 11 (Dark Green) at loc[incrementy] facing Default building facing degrees
-
Unit - Order (Last created unit) to Attack-Move To (Center of target <gen>)
-
Unit - Create 1 Unit_Type_Var_3[lvlnum] for Player 11 (Dark Green) at loc[(incrementy + 1)] facing Default building facing degrees
-
Unit - Order (Last created unit) to Attack-Move To (Center of target <gen>)
-
Set incrementx = (incrementx + 1)
-
Set incrementy = (incrementy + 2)
-
-
-
Wait 0.75 seconds
-
-
-
For each (Integer A) from 1 to Unit_Integer_Var_2[lvlnum], do (Actions)
-
Loop - Actions
-
Set incrementx = 1
-
Set incrementy = 1
-
For each (Integer B) from 1 to 4, do (Actions)
-
Loop - Actions
-
Unit - Create 1 Unit_Type_Var_2[lvlnum] for Player 11 (Dark Green) at loc[incrementy] facing Default building facing degrees
-
Unit - Order (Last created unit) to Attack-Move To (Center of target <gen>)
-
Unit - Create 1 Unit_Type_Var_2[lvlnum] for Player 11 (Dark Green) at loc[(incrementy + 1)] facing Default building facing degrees
-
Unit - Order (Last created unit) to Attack-Move To (Center of target <gen>)
-
Set incrementx = (incrementx + 1)
-
Set incrementy = (incrementy + 2)
-
-
-
Wait 0.75 seconds
-
-
-
-