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Hello =D

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Level 12
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Mar 30, 2013
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I need help with spawning.
I got 3 spawns regions.
Gonna spawn 1 footman and 1 sharpshooter at 1 spawn region.
They gonna attack all enemie's building on the map.
Gonna absolutly kill all enemie's.
Umm thats it, if you can help me with it set the triggers in the comment field below, Thx.
http://www.hiveworkshop.com/forums/members/227524-albums6510.html
Here is some pictures... You will see ''Red'' colour on the map, there is where the enemie spawns.
And u see castles is where you protects.

:fp::goblin_boom::fp::thumbs_up:
 
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Level 29
Joined
Oct 24, 2012
Messages
6,543
to catch anyone up who wants to try to help him i gave him these triggers.
  • Spawning
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • Set tempPoint = (Center of EVIL SPAWN 1 <gen>)
      • Unit - Create 1 Legionare for Player 1 (Red) at tempPoint facing 0.00 degrees
      • Unit Group - Add (Last created unit) to UnitSpawnGroup
      • Unit - Create 1 Commandre for Player 1 (Red) at tempPoint facing 0.00 degrees
      • Unit Group - Add (Last created unit) to UnitSpawnGroup
      • Custom script: call RemoveLocation( udg_tempPoint)
      • Custom script: set udg_tempPoint = null
      • Set tempPoint = (Center of EVIL SPAWN 2 <gen>)
      • Unit - Create 1 Dimension Magican for Player 1 (Red) at tempPoint facing 0.00 degrees
      • Unit Group - Add (Last created unit) to UnitSpawnGroup
      • Unit - Create 1 Demon Hound for Player 1 (Red) at tempPoint facing 0.00 degrees
      • Unit Group - Add (Last created unit) to UnitSpawnGroup
      • Custom script: call RemoveLocation( udg_tempPoint)
      • Custom script: set udg_tempPoint = null
      • Set tempPoint = (Center of EVIL SPAWN 3 <gen>)
      • Unit - Create 1 Demon Beast Rider for Player 1 (Red) at tempPoint facing 0.00 degrees
      • Unit Group - Add (Last created unit) to UnitSpawnGroup
      • Unit - Create 1 Infernal Knight for Player 1 (Red) at tempPoint facing 0.00 degrees
      • Unit Group - Add (Last created unit) to UnitSpawnGroup
      • Custom script: call RemoveLocation( udg_tempPoint)
  • Attacking
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set tempGroup = (Units in (Playable map area) matching ((Owner of (Matching unit)) Not equal to Player 1 (Red)))
      • Unit Group - Pick every unit in UnitSpawnGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Issued order) Not equal to (Order(stop))
            • Then - Actions
              • Unit - Order (Picked unit) to Attack (Random unit from tempGroup)
            • Else - Actions
      • Custom script: call DestroyGroup( udg_tempGroup)
This works good except it lags. so i told him to make a unit group that stays throughout the whole map. add units that enter it and remove them when they die / are removed from the map.
Basically replace the
  • Set tempGroup = (Units in (Playable map area) matching ((Owner of (Matching unit)) Not equal to Player 1 (Red)))
it would then have to add the units that fall under that condition into the unit group and use it.
here is the bottom trigger with the updated group.
  • Attacking
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Unit Group - Pick every unit in UnitSpawnGroup and do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current order of (Picked unit)) Equal to (Order(stop))
            • Then - Actions
              • Unit - Order (Picked unit) to Attack (Random unit from allUnitsInMap)
            • Else - Actions
he then needs to add all units into the allUnitsInMap groups and it will work but he doesnt understand how. i tried explaining it multiple times to the same answer of him not understanding. GL to anyone that tries to help
 
Level 3
Joined
Oct 1, 2012
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Mr. DUTY OF RS. Come on man, if you're writing so much in here at least have a dictionary with you, I don't want to offend you but you gotta improve your grammar, reading your posts gives headache.
 
Level 29
Joined
Oct 24, 2012
Messages
6,543
grammer doesnt matter its the internet not a formal document. yes it is sometimes hard to understand but that happens. if u want to write perfect grammer then feel free but no reason to complain about other ppls grammer. if u dont understand it simply ask them to explain better cause u cant understand wat they are trying to say
 
There was already a testmap right? If there's a will, there's a way. You can just copy them to your map while having 'Automatically create unknown variables while pasting trigger data' under the map preferences on.

Also, DUTY OF RS, try to avoid being a bit sarcastic to the person who's trying to help you. He's helping you anyways.
 
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Level 30
Joined
Nov 29, 2012
Messages
6,637
While grammar being formal is good, I do agree with death's point that internet is an open world where everyone can speak the way they like it so lets stop this conflict, lets just say no winning sides or anything =)

Add stay on topic bros and I just osted this to stop you two. :cgrin:
 
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