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Help - creep waves, going back :(

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Hello there ! =)

I'm new at WC3 Editor, well kind of :p
Only used WC3 to make my own map and edit all mobs ect... to make more at my own stile, did even import others models to my maps.

I really like TD <3
And want to test it out =)

I don't want to going more into TD until i have solve this problem.
I mean to fix trigger, to fix more unit, building and so on...

This map is created by me, and is just a basic map, i'm not done with it yet.
However! You may recognize this kind of TD map =)
I don't plan to make that TD map same as my, if that map exist, don't know the name of it.

P.S!
Trigger is not by me, did export trigger from some basic TD on this site, wanted to get basic trigger first so i can edit one by one and test it out.
Like i did say, i'm noob at Trigger xD.

But one step at the time...
First i want to have answer to my question before i'm playing with more unit and building :D -----> After that, playing around with Trigger!.
_______________________________________________________________

Now to my problem:

When mobs spawn from my first spawn zone: start<gen> it moves to my first wave zone -> Sa1.
But after that, all mobs going back and up back and up ect...
I did even create my map but 50% smaller, but same there, order: start -> Sa1 -> Half way, maybe some time up to Sa2, and then back down to Sa1 -> up to Sa2... and so on...

Maybe Trigger is wrong ? mobs don't know with way to take ?

  • Walk System Part 1
  • Events
    • Unit - A unit enters START <gen>
  • Conditions
    • (Owner of (Entering unit)) Equal to Neutral Hostile
  • Actions
    • Unit - order (Entering unit)) to Move To (Center of Sa1 <gen>
  • Walk System Part 2
  • Events
    • Unit - A unit enters Sa1 <gen>
  • Conditions
    • (Owner of (Entering unit)) Equal to Neutral Hostile
  • Actions
    • Unit - order (Entering unit)) to Move To (Center of Sa2 <gen>
  • Walk System Part 3
  • Events
    • Unit - A unit enters Sa2 <gen>
  • Conditions
    • (Owner of (Entering unit)) Equal to Neutral Hostile
  • Actions
    • Unit - order (Entering unit)) to Move To (Center of Sa3 <gen>
I have up to Part 8 (planning to have up to 16).
Or there are some problem with Unit spawning ?
  • Unit spawns
  • Events
    • Time - Elapsed game time is 25.00 seconds
  • Conditions
  • Actions
    • Game - Display to (All players) the text: --Level 1-- Vill...
    • Unit - Create 1 Peasant for Neutral Hostile at (Center of Start <gen>) facing Default building facing degrees
    • Wait 25.00 seconds.
And this is up to Level 30 (default by trigger user),
i did however only copy paste in 1x Peasant for every wave.

Did upload my map to you guys, test it out or answer directly if you alrdy know the answer by looking at my trigger =)

//ephix32
 

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Dr Super Good

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It's going to help you a lot and it'll probably solve the problem too
No it will not make the units not return to where they were created.

You can disable guarding for those units (some people report it fixes the problem, not all though) or in gameplay constants you can raise guard distance to something insane so that they do not return to their camp (where they were spawned).
 
Level 1
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Messages
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Thanks for answers =)

Did change to Player12, but the problem is still there :(
Did even add this trigger:
  • Actions
    • AI - Ignore (Last created unit)'s guard position
    • Unit - Order (Last created unit) to Move To (Center of Sa1 <gen>)
and removed:
  • Actions
    • Unit - order (Entering unit)) to Move To (Center of Sa1 <gen>)
But i have still same problem :(

Did even raise guard distance to MAX and even return to MAX,
but nothing :(

Did even deleted all Units spawn from lvl 30 to 1, just so i can see where the problem is easyer.
However, funny is that when i did deleted the last wave point (END <gen>) there you will get -1 in life, then it worked ! :O
and then i did open my orginal WC3 map (that one i did post here) and deleted the last one, it worked.
So it was nothing about hostile or "raise guard" to MAX.

But that won't help me at all :(
I need creeps enter my end zone, but the won't :(
___________________________________________________________

EDIT:
Sorry, forgot so say one thing;
Creeps still did went back to start, but when i did separate my 2 region
up on the map (Sa1 to right and Sb1 to the left) the creeps finally continues to move. But that is "only" when i did remove last zone: END <gen>,
funny is that the creeps did just run a circle over and over and over again when i did have Sa1 and Sb1 into each other.

So, it most be something with END and START zone is close to each other?
or that creeps can't go same way that the did run before?
And how can you order unit to go throw a zone (ignore first zone i mean),
maybe then it will work?

Did test 2 thing about my END zone:
1. Did move END zone up on my map, and make a way to creeps can move there.
Result ---> When creeps spawn, the did move to END point and igonore ALL zone... :(

2. Same as above, but make a wall so creeps can't get there.
Result ---> When creeps spawn, the did run ALL my wave point until the last one, because it was wall there so did creeps continues to run a circle over and over again.

So the BIG problem is END zone :(
Maybe some trigger to fix to ignore first zone and go to second ?
__________________________________________________________



I hops you guys can help me again <3

Did post my second wc3 map there i did re-fix trigger and zone.
You can test to move END zone back to START zone if you can.
 

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  • td_test1.w3x
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Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,286
What is a "zone"?

Last created unit is meaningless inside a trigger responding to unit enters region event.

You should also make sure the units can walk to your specified region. What could easily happen is Sa2 and Sb1 get mixed up because they are close by and the unit will likely walk over both getting to one due to pathing.

Anyway here is a fixed version. It uses the unit custom value so might conflict with unit indexers or any other system that uses unit custom values.
 

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  • ephix32 - td_test1 - fix.w3x
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