- Joined
- Apr 22, 2009
- Messages
- 165
Re-create these easy triggers to create a fully functional Creep Spawn system which upgrades units every 30 seconds.
Step 1: The Variable and Regions
For this trigger you will need At least 2 regions. One region for spawning the units and one for the units to move towards. If you like you can use more regions as "corners" on a lane. You can also use 2 or more separate "Spawning" Regions. This map uses 2 spawning regions because I want the Ranged units behind the melee units. This trigger system will make you spawn units, send them to a corner, and send them to a final region which is where you want them to go. As well as this the units will "upgrade" to better units ever 30 seconds. This map also has a final trigger which removes any units that enter the finalr egion. This trigger is optional and is only used to stop units from clogging up.
You will needthe follwoing variables:
MeleeUnit (Unit-type (Array))
RangeUnit (Unit-type (Array))
Upgrade(Integer)
Set the variables up with this trigger.
To upgrade the units we will use the Upgrade Variable. Make this trigger to upgrade units every 15 seconds.
This basic trigger will spawn units in the respective regions. If you want to be more precise spawn ranged units BEHIND melee using a region which is ebhind the melee region.
For this trigger we will be moving the spawned units to attack enemies. We do this by "sending" them to another region. If you used 2 regions for spawning you'll need 2 triggers for the first movement. Also the condition is used so other units that aren't part of the spawn won't move.
The Melee Trigger
It's almost over. Finally the last trigger will move you to the last region which i name the "objective" region. This is the last trigger if your doing an AoS, If your doing a TD or something like that you will want Step 6: The Removal to remove excess units.
This trigger removes units that enter the final region. It also adds 1 point to the Score Variable which will record how many monsters have made it to the final objective. The variable is Score(Integer). The bottom trigger is a simple trigger which shows a player the score when they type -Score.
Removal Trigger
Well thats the end of the tutorial. It IS NOT leakless because I wanted to keep it simple for new map makers. I hope its of use to someone. Any queries or questions can be left as a comment. A demo map is added below with good documentation.
Step 1: The Variable and Regions
For this trigger you will need At least 2 regions. One region for spawning the units and one for the units to move towards. If you like you can use more regions as "corners" on a lane. You can also use 2 or more separate "Spawning" Regions. This map uses 2 spawning regions because I want the Ranged units behind the melee units. This trigger system will make you spawn units, send them to a corner, and send them to a final region which is where you want them to go. As well as this the units will "upgrade" to better units ever 30 seconds. This map also has a final trigger which removes any units that enter the finalr egion. This trigger is optional and is only used to stop units from clogging up.
You will needthe follwoing variables:
MeleeUnit (Unit-type (Array))
RangeUnit (Unit-type (Array))
Upgrade(Integer)
Set the variables up with this trigger.
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Variables
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Events
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Map initialization
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Conditions
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Actions
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Set MeleeVariable[1] = Militia
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Set MeleeVariable[2] = Footman
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Set MeleeVariable[3] = Captain
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Set MeleeVariable[4] = Knight
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Set RangeVariable[1] = Rifleman
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Set RangeVariable[2] = Archer
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Set RangeVariable[3] = Dragonhawk Rider
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Set RangeVariable[4] = Gryphon Rider
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Set Upgrade = 1
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To upgrade the units we will use the Upgrade Variable. Make this trigger to upgrade units every 15 seconds.
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Upgrade Set-up
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Events
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Time - Every 30.00 seconds of game time
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Conditions
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Upgrade Not equal to 4
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Actions
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Set Upgrade = (Upgrade + 1)
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Game - Display to (All players) the text: (The Units are now level + (String(Upgrade)))
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This basic trigger will spawn units in the respective regions. If you want to be more precise spawn ranged units BEHIND melee using a region which is ebhind the melee region.
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Unit Spawns
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Events
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Time - Every 15.00 seconds of game time
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Conditions
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Actions
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Unit - Create 4 MeleeVariable[Upgrade] for Player 2 (Blue) at (Center of Melee Spawn <gen>) facing Default building facing degrees
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Unit - Create 2 RangeVariable[Upgrade] for Player 2 (Blue) at (Center of Range Spawn <gen>) facing Default building facing degrees
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For this trigger we will be moving the spawned units to attack enemies. We do this by "sending" them to another region. If you used 2 regions for spawning you'll need 2 triggers for the first movement. Also the condition is used so other units that aren't part of the spawn won't move.
The Melee Trigger
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Unit Enters Melee Spawn
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Events
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Unit - A unit enters Melee Spawn <gen>
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Conditions
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(Owner of (Triggering unit)) Equal to Player 2 (Blue)
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Actions
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Unit - Order (Triggering unit) to Attack-Move To (Center of Corner <gen>)
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Unit Enters Range Spawn
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Events
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Unit - A unit enters Range Spawn <gen>
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Conditions
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(Owner of (Triggering unit)) Equal to Player 2 (Blue)
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Actions
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Unit - Order (Triggering unit) to Attack-Move To (Center of Corner <gen>)
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It's almost over. Finally the last trigger will move you to the last region which i name the "objective" region. This is the last trigger if your doing an AoS, If your doing a TD or something like that you will want Step 6: The Removal to remove excess units.
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Unit Enters Corner
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Events
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Unit - A unit enters Corner <gen>
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Conditions
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(Owner of (Triggering unit)) Equal to Player 2 (Blue)
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Actions
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Unit - Order (Triggering unit) to Attack-Move To (Center of Objective Region <gen>)
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This trigger removes units that enter the final region. It also adds 1 point to the Score Variable which will record how many monsters have made it to the final objective. The variable is Score(Integer). The bottom trigger is a simple trigger which shows a player the score when they type -Score.
Removal Trigger
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Unit Enters Objective
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Events
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Unit - A unit enters Objective Region <gen>
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Conditions
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(Owner of (Triggering unit)) Equal to Player 2 (Blue)
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Actions
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Unit - Remove (Triggering unit) from the game
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Set Score = (Score + 1)
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Show Score
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Events
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Player - Player 1 (Red) types a chat message containing -Score as An exact match
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Conditions
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Actions
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Game - Display to (All players) the text: (String(Score))
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Well thats the end of the tutorial. It IS NOT leakless because I wanted to keep it simple for new map makers. I hope its of use to someone. Any queries or questions can be left as a comment. A demo map is added below with good documentation.