so I made a request in the request froms to create a spawning system for me 3 people said they will do it but never ended up doing it. i then asked some one to do it who is taking requests and he seems to be inactive so i just gave up and tryd my self so could some 1 help me/tell me what i need to add to make these triggers more sufficent
what happens is there are 5 waves per level on the last wave there is a boos and the next level of waves wont start untill the boss is killed
each level has a different set of units
here is what i have so far so can some one please tell me if these are sufficent or how to make these more sufficent.
the system works with my multiboard clock so these are also main triggers
my unit set up and boss deaths and units attack move
what happens is there are 5 waves per level on the last wave there is a boos and the next level of waves wont start untill the boss is killed
each level has a different set of units
here is what i have so far so can some one please tell me if these are sufficent or how to make these more sufficent.
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Main
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Events
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Conditions
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Actions
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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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Wave_count Equal to 0
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Then - Actions
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Set Wave_count = (Wave_count + 1)
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Set Wave_unit_number[1] = (2 + (3 x number_of_players))
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Set Wave_unit_number[2] = (1 + (2 x number_of_players))
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Set temp_point = (Center of spawn point 1 <gen>)
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Unit - Create Wave_unit_number[1] Wave_units[1] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Custom script: call RemoveLocation (udg_temp_point)
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Set temp_point = (Center of spawn point 2 <gen>)
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Set Attack_points = (Center of spawn point 1 Copy <gen>)
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Unit - Create Wave_unit_number[1] Wave_units[1] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Custom script: call RemoveLocation (udg_temp_point)
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Else - Actions
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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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Wave_count Equal to 1
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Then - Actions
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Set Wave_count = (Wave_count + 1)
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Set Wave_unit_number[1] = (5 + (4 x number_of_players))
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Set Wave_unit_number[2] = (3 + (3 x number_of_players))
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Set temp_point = (Center of spawn point 1 <gen>)
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Unit - Create Wave_unit_number[1] Wave_units[1] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Custom script: call RemoveLocation (udg_temp_point)
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Set temp_point = (Center of spawn point 2 <gen>)
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Set Attack_points = (Center of spawn point 1 Copy <gen>)
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Unit - Create Wave_unit_number[1] Wave_units[1] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Custom script: call RemoveLocation (udg_temp_point)
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Else - Actions
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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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Wave_count Equal to 2
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Then - Actions
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Set Wave_count = (Wave_count + 1)
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Set Wave_unit_number[1] = (2 + (2 x number_of_players))
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Set Wave_unit_number[2] = (3 + (2 x number_of_players))
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Set Wave_unit_number[3] = (2 + (2 x number_of_players))
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Set temp_point = (Center of spawn point 1 <gen>)
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Unit - Create Wave_unit_number[1] Wave_units[1] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Create Wave_unit_number[3] Wave_units[3] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Order (Last created unit) to Attack-Move To Attack_points
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Custom script: call RemoveLocation (udg_temp_point)
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Set temp_point = (Center of spawn point 2 <gen>)
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Set Attack_points = (Center of spawn point 1 Copy <gen>)
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Unit - Create Wave_unit_number[1] Wave_units[1] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Create Wave_unit_number[3] Wave_units[3] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Order (Last created unit) to Attack-Move To Attack_points
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Custom script: call RemoveLocation (udg_temp_point)
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Else - Actions
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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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Wave_count Equal to 3
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Then - Actions
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Set Wave_count = (Wave_count + 1)
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Set Wave_unit_number[2] = (3 + (2 x number_of_players))
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Set Wave_unit_number[3] = (2 + (2 x number_of_players))
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Set Wave_unit_number[4] = (2 + (1 x number_of_players))
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Set temp_point = (Center of spawn point 1 <gen>)
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Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Create Wave_unit_number[3] Wave_units[3] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Create Wave_unit_number[4] Wave_units[4] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Custom script: call RemoveLocation (udg_temp_point)
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Set temp_point = (Center of spawn point 2 <gen>)
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Set Attack_points = (Center of spawn point 1 Copy <gen>)
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Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Create Wave_unit_number[3] Wave_units[3] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Create Wave_unit_number[4] Wave_units[4] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Custom script: call RemoveLocation (udg_temp_point)
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Else - Actions
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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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Wave_count Equal to 4
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Then - Actions
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-------- Boss Triggers --------
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-------- Boss Triggers --------
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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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Wave_Level Equal to 0
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Then - Actions
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Trigger - Turn on Skeleton boss spawns <gen>
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Else - Actions
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-------- Boss Triggers --------
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-------- Boss Triggers --------
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Trigger - Turn off (This trigger)
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Multiboard - Set the text for (Last created multiboard) item in column 3, row 12 to (coulors[11] + Bosses Death)
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Set Wave_count = 0
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Set Wave_unit_number[2] = (3 + (2 x number_of_players))
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Set Wave_unit_number[3] = (2 + (2 x number_of_players))
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Set Wave_unit_number[4] = (2 + (1 x number_of_players))
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Set temp_point = (Center of spawn point 1 <gen>)
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Unit - Create 1 Wave_units[5] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Set Wave_boss[1] = (Last created unit)
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Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Create Wave_unit_number[3] Wave_units[3] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Create Wave_unit_number[4] Wave_units[4] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Custom script: call RemoveLocation (udg_temp_point)
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Set temp_point = (Center of spawn point 2 <gen>)
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Set Attack_points = (Center of spawn point 1 Copy <gen>)
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Unit - Create 1 Wave_units[5] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Set Wave_boss[2] = (Last created unit)
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Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Create Wave_unit_number[3] Wave_units[3] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Unit - Create Wave_unit_number[4] Wave_units[4] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
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Set Wave_Level = (Wave_Level + 1)
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Custom script: call RemoveLocation (udg_temp_point)
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Else - Actions
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the system works with my multiboard clock so these are also main triggers
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spawn clock 2
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Events
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Time - Every 1.00 seconds of game time
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Conditions
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Actions
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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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Wave_countdown[2] Equal to 0
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Then - Actions
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Set Wave_count = 0
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Trigger - Turn off (This trigger)
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Trigger - Turn on spawn clock <gen>
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Trigger - Run Unit set up <gen> (checking conditions)
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Trigger - Run Main <gen> (checking conditions)
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Set Wave_countdown[2] = 0
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Else - Actions
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Set Wave_countdown[2] = (Wave_countdown[2] - 1)
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Multiboard - Set the text for (Last created multiboard) item in column 3, row 12 to (coulors[11] + (String(Wave_countdown[2])))
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spawn clock
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Events
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Time - Every 1.00 seconds of game time
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Conditions
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Actions
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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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Wave_countdown[1] Equal to 0
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Then - Actions
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Trigger - Run Main <gen> (checking conditions)
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Set Wave_countdown[1] = 45
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Else - Actions
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Set Wave_countdown[1] = (Wave_countdown[1] - 1)
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Multiboard - Set the text for (Last created multiboard) item in column 3, row 12 to (coulors[11] + (String(Wave_countdown[1])))
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Unit set up
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Events
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Conditions
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Actions
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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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Wave_Level Equal to 0
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Then - Actions
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Set Wave_units[1] = Skeleton Warrior (level one)
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Set Wave_units[2] = Skeleton Archer
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Set Wave_units[3] = Giant Skeleton Warrior
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Set Wave_units[4] = Skeletal Mage
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Set Wave_units[5] = Lord of the skeletons
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Else - Actions
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---ect...ect----
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Boss Deaths
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Events
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Unit - A unit Dies
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Conditions
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((Triggering unit) Equal to Wave_boss[1]) or ((Triggering unit) Equal to Wave_boss[2])
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Actions
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Set Wave_boss_Death = (Wave_boss_Death + 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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Wave_boss_Death Equal to 2
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Then - Actions
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Set Wave_countdown[2] = 100
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Trigger - Turn on spawn clock 2 <gen>
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Else - Actions
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main attack
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Events
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Unit - A unit enters spawn point 1 <gen>
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Conditions
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((Triggering unit) belongs to an ally of Player 11 (Dark Green)) Equal to True
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Actions
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Set Attack_points = (Center of spawn point 2 Copy <gen>)
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Unit - Order (Triggering unit) to Attack-Move To Attack_points
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Custom script: call RemoveLocation (udg_Attack_points)
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