Hey,
I am trying to make a defensive map, where there will be coming waves 1 by 1. The next wave will not come before the existing wave has been slain.
I know the error in this trigger, but I can't find the solution to fix it. When the last enemy of the wave is slain, both trigger 2 and trigger 3 will activate.
Trigger 2 and trigger 3 is constructed the same way, but with a condition requiring the variable:
I am trying to make a defensive map, where there will be coming waves 1 by 1. The next wave will not come before the existing wave has been slain.
I know the error in this trigger, but I can't find the solution to fix it. When the last enemy of the wave is slain, both trigger 2 and trigger 3 will activate.
Trigger 2 and trigger 3 is constructed the same way, but with a condition requiring the variable:
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Invade_Wave_Integer Equal to 2
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Invaders Wave 1
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Events
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Time - Elapsed game time is 2.00 seconds
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Conditions
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Actions
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Set Invade_Count = 0
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Set Invade_Wave_Integer = (Invade_Wave_Integer + 1)
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Countdown Timer - Start A_Timer as a One-shot timer that will expire in (Real(Wave_Timer)) seconds
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Countdown Timer - Create a timer window for A_Timer with title (Wave + ((String(Invade_Wave_Integer)) + :))
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Set A_Timer_Window = (Last created timer window)
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Wait (Real(Wave_Timer)) seconds
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Countdown Timer - Destroy A_Timer_Window
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Game - Display to (All players) the text: (Wave + ((String(Invade_Wave_Integer)) + has spawned!))
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-------- Spawns --------
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Unit - Create 1 Ghoul for Player 12 (Brown) at Invade_Point facing Default building facing degrees
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-------- --------
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Unit Group - Pick every unit in (Units in Invade_Spawn) and do (Actions)
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Loop - Actions
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Set A_Unit = (Picked unit)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Owner of A_Unit) Equal to Player 12 (Brown)
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(A_Unit is A structure) Not equal to True
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(A_Unit is dead) Not equal to True
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Then - Actions
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Unit Group - Add A_Unit to Invade_Group
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Set Invade_Count = (Invade_Count + 1)
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Else - Actions
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-
-
-
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Invaders Wave 2
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Events
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Unit - A unit Dies
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Conditions
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(Owner of (Triggering unit)) Equal to Player 12 (Brown)
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((Triggering unit) is A structure) Not equal to True
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((Triggering unit) is in Invade_Group) Equal to True
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Invade_Wave_Integer Equal to 1
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Actions
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Set A_Unit = (Triggering unit)
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Set Invade_Count = (Invade_Count - 1)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Invade_Count Less than or equal to 0
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Then - Actions
-




Set Invade_Wave_Integer = (Invade_Wave_Integer + 1)
-




Countdown Timer - Start A_Timer as a One-shot timer that will expire in (Real(Wave_Timer)) seconds
-




Countdown Timer - Create a timer window for A_Timer with title (Wave + ((String(Invade_Wave_Integer)) + :))
-




Set A_Timer_Window = (Last created timer window)
-




Wait (Real(Wave_Timer)) seconds
-




Game - Display to (All players) the text: (Wave + ((String(Invade_Wave_Integer)) + has spawned!))
-




Countdown Timer - Destroy A_Timer_Window
-




-------- Spawns --------
-




Unit - Create 2 Ghoul for Player 12 (Brown) at Invade_Point facing Default building facing degrees
-




-------- --------
-




Unit Group - Pick every unit in (Units in Invade_Spawn) and do (Actions)
-





Loop - Actions
-






Set A_Unit = (Picked unit)
-






If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-







If - Conditions
-








(Owner of A_Unit) Equal to Player 12 (Brown)
-








(A_Unit is A structure) Not equal to True
-








(A_Unit is dead) Not equal to True
-
-







Then - Actions
-








Unit Group - Add A_Unit to Invade_Group
-








Set Invade_Count = (Invade_Count + 1)
-
-







Else - Actions
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-
-
-
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Else - Actions
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