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Im tryin to make a survivial

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Level 2
Joined
Sep 7, 2011
Messages
9
So yes , i was goning to make a survival , soo i madea simple trigger making units spawn every balbla seconds,but i got a litle problem, u see
i was gona make a like laberynth stile survival that u push forwards and kill and kill, but can some one tell how to make a trigger that makes units star spawn when u move into a speciall Zone/room or else it would be so over full by the time you get there, sorry for me gramar and spalling and so on

thanks
 
Level 10
Joined
Jun 6, 2007
Messages
392
So you already have a spawn trigger? Set it initially off, and use this trigger to turn it on:
  • Start Spawning
    • Events
      • Unit - A unit enters YOUR REGION
    • Conditions
      • ((Entering unit) is A Hero) Equal to True
      • Or - Any (Conditions) are true
        • Conditions
          • (Owner of (Entering unit)) Equal to Player 1 (Red)
          • (Owner of (Entering unit)) Equal to Player 2 (Blue)
          • (Owner of (Entering unit)) Equal to Player 3 (Teal)
          • (Owner of (Entering unit)) Equal to Player 4 (Purple)
          • (Owner of (Entering unit)) Equal to Player 5 (Yellow)
          • (Owner of (Entering unit)) Equal to Player 6 (Orange)
          • (Owner of (Entering unit)) Equal to Player 7 (Green)
          • (Owner of (Entering unit)) Equal to Player 8 (Pink)
    • Actions
      • Trigger - Turn on SPAWN TRIGGER
 
Level 2
Joined
Sep 7, 2011
Messages
9
So you already have a spawn trigger? Set it initially off, and use this trigger to turn it on:
  • Start Spawning
    • Events
      • Unit - A unit enters YOUR REGION
    • Conditions
      • ((Entering unit) is A Hero) Equal to True
      • Or - Any (Conditions) are true
        • Conditions
          • (Owner of (Entering unit)) Equal to Player 1 (Red)
          • (Owner of (Entering unit)) Equal to Player 2 (Blue)
          • (Owner of (Entering unit)) Equal to Player 3 (Teal)
          • (Owner of (Entering unit)) Equal to Player 4 (Purple)
          • (Owner of (Entering unit)) Equal to Player 5 (Yellow)
          • (Owner of (Entering unit)) Equal to Player 6 (Orange)
          • (Owner of (Entering unit)) Equal to Player 7 (Green)
          • (Owner of (Entering unit)) Equal to Player 8 (Pink)
    • Actions
      • Trigger - Turn on SPAWN TRIGGER

Sorry But it really work for me could you please filll the *Turn on Spawn Trigger area* With some kind of spawn trigger , cuz the one i use is really simple , it just spawns units every blabla sec with out stopping that'd be greate man
+ Mine does not seem to work with this,
+ Will this trigger start the spawning when any1 from my team walks on the Region?
 
Level 11
Joined
Aug 6, 2009
Messages
697
I think this is what you want,it should work,if not my bad.

Spawn Trigger:
  • Events
    • Unit - A unit enters No region
  • Conditions
    • ((Triggering unit) is A Hero) Equal to True
    • ((Triggering unit) belongs to an ally of Player 1 (Red)) Equal to True
    • IntegerTimer Equal to 0
  • Actions
    • For each (Integer A) from 1 to 25, do (Actions)
      • Loop - Actions
        • Unit - Create 1 Footman for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
        • Set PointVariable = (Center of (Playable map area))
        • Unit - Order (Last created unit) to Move To PointVariable
        • Custom script: call RemoveLocation(udg_PointVariable)
    • Set IntegerTimer = 20
    • -------- Added this in for a cooldown so people cant mass the units --------
Timer Trigger:
  • Events
    • Time - Every 1.00 seconds of game time
  • Conditions
  • Actions
    • Set IntegerTimer = (IntegerTimer - 1)
 
Level 2
Joined
Sep 7, 2011
Messages
9
I think this is what you want,it should work,if not my bad.

Spawn Trigger:
  • Events
    • Unit - A unit enters No region
  • Conditions
    • ((Triggering unit) is A Hero) Equal to True
    • ((Triggering unit) belongs to an ally of Player 1 (Red)) Equal to True
    • IntegerTimer Equal to 0
  • Actions
    • For each (Integer A) from 1 to 25, do (Actions)
      • Loop - Actions
        • Unit - Create 1 Footman for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
        • Set PointVariable = (Center of (Playable map area))
        • Unit - Order (Last created unit) to Move To PointVariable
        • Custom script: call RemoveLocation(udg_PointVariable)
    • Set IntegerTimer = 20
    • -------- Added this in for a cooldown so people cant mass the units --------
Timer Trigger:
  • Events
    • Time - Every 1.00 seconds of game time
  • Conditions
  • Actions
    • Set IntegerTimer = (IntegerTimer - 1)

Sorry but i dont seem to find the Integer timer thingie, is it under Integer Comparison??
 
Level 2
Joined
Sep 7, 2011
Messages
9
What exactly (in details) do you want the spawn trigger to do?

Just like a regular spawning trigger, but it starts when a hero walks in the room/region not auto every sec and stop when they walk out , trying to make some kind of dungeon survivalish map
So basicly after finishing the first *room* i'd like u to be able to walk into another room and then the creeps start spawning, so the second third and so on isnt that full when u get there

And again sry for gramar misstakes and misspelling
 
Level 10
Joined
Jun 6, 2007
Messages
392
Do you want creatures to stop spawning after some time or only when heroes leave room? In first case, use this trigger together with the trigget I posted earlier:
  • Spawn Trigger
    • Events
      • Time - Every (how often you want units to spawn) seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      • If - Conditions
        • NumberOfRounds Less than (how many groups of units you want to create)
      • Then - Actions
        • Set SpawnPoint = (Center of (room region))
        • Unit - Create X (your unit type) for Neutral Hostile at (SpawnPoint)) facing Default building facing degrees
        • Set NumberOfRounds = (NumberOfRounds + 1)
        • Custom script: call RemoveLocation (udg_SpawnPoint)
      • Else - Actions
        • Trigger - Turn off (This trigger)
If you want it to make it stop respawning when there are no heroes in the region, use this trigger:
  • Stop Respawn
    • Events
      • Unit - A unit leaves (room region)
    • Conditions
      • (Number of units in (Units in room region) matching (((Matching unit) is A Hero) Equal to True))) Equal to 0
    • Actions
      • Trigger - Turn off Spawn Trigger <gen>
 
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