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[Trigger] Problem about triggering TD wave

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Level 5
Joined
Jan 27, 2007
Messages
154
I have a problem with my wave. Here it goes,

The first wave is a bunch of peasants, and it works smoothly. All peasants are acting to the triggers smoothly but the second wave seems to have a problem.

Some sappers are not moving from their places, but I have encoded them with the both triggers, help plz?

Theres are the triggers :

  • First Wave
  • Events :
  • Time - Elapsed game time is 60:00 seconds
  • Conditions :
  • Actions :
  • Game - Display to (All Players) the text : Wave 1
  • Unit - Create 5 Peasant for Player 12 (Brown) at (the Center of SpawnpointA <gen>) facing (Position of (Triggering Unit))
  • Unit - Create 5 Peasant for Player 12 (Brown) at (the Center of SpawnpointB <gen>) facing (Position of (Triggering Unit))
  • Unit - Create 5 Peasant for Player 12 (Brown) at (the Center of SpawnpointC <gen>) facing (Position of (Triggering Unit))
  • Unit - Create 5 Peasant for Player 12 (Brown) at (the Center of SpawnpointD <gen>) facing (Position of (Triggering Unit))
  • Trigger - Run SpawnA[This is the trigger to make them move] (ignoring conditions)
  • Trigger - Run SpawnB[This is the trigger to make them move] (ignoring conditions)
  • Trigger - Run SpawnC[This is the trigger to make them move] (ignoring conditions)
  • Trigger - Run SpawnD[This is the trigger to make them move] (ignoring conditions)
  • Wait - 1.00 seconds
  • [-]If (All conditions are true) then do (Actions) else do (Actions)
  • [-]If - Conditions
  • Number of (Units owned by Player 12 (Brown) of type (Peasant)) Less than or equal to 0
  • [-]Then - Actions
  • Trigger - Turn on Second Wave
  • Game - Display to (All the Players) the text: Sweat One! Master Arthas would be happy to hear this!
  • [-]Else - Actions
  • Do Nothing
The first Trigger runs smoothly but the second one is somewhat like buggy?

  • Time - Elapsed game time is 30:00 seconds
  • Conditions :
  • Actions :
  • Game - Display to (All Players) the text : Wave 2
  • Unit - Create 5 Sapper for Player 12 (Brown) at (the Center of SpawnpointA <gen>) facing (Position of (Triggering Unit))
  • Unit - Create 5 Sapper for Player 12 (Brown) at (the Center of SpawnpointB <gen>) facing (Position of (Triggering Unit))
  • Unit - Create 5 Sapper for Player 12 (Brown) at (the Center of SpawnpointC <gen>) facing (Position of (Triggering Unit))
  • Unit - Create 5 Sapper for Player 12 (Brown) at (the Center of SpawnpointD <gen>) facing (Position of (Triggering Unit))
  • Trigger - Run SpawnA[This is the trigger to make them move] (ignoring conditions)
  • Trigger - Run SpawnB[This is the trigger to make them move] (ignoring conditions)
  • Trigger - Run SpawnC[This is the trigger to make them move] (ignoring conditions)
  • Trigger - Run SpawnD[This is the trigger to make them move] (ignoring conditions)
  • Wait - 1.00 seconds
  • [-]If (All conditions are true) then do (Actions) else do (Actions)
  • [-]If - Conditions
  • Number of (Units owned by Player 12 (Brown) of type (Sapper)) Less than or equal to 0
  • [-]Then - Actions
  • Trigger - Turn on Third Wave
  • Game - Display to (All the Players) the text: Sweat One! Master Arthas would be happy to hear this!
  • [-]Else - Actions
  • Do Nothing
Does the size has something to do with this? But as far as I know, the goblin sapper is smaller in any aspect compared to peasant (Except the transport size). help please?

Helps are much appreciated.
 
Last edited by a moderator:
Level 5
Joined
Jan 25, 2006
Messages
103
it's the triggers you are using causing the lag!

There are 2 ways to make units spawn and move that will cause less lag!

1st:
waves gui:
Event:
timer expires
condition:
number of units owned by player 12 brown equal or less than 0
action:
create 5 units for player 1 red at center of (your spawn region) facing default building degrees!
Order to all units in (your spawn region)to move-to center of (where they should move)

set-up timer gui:
event:
elapsed game time is 1 seconds
condition:
actions:
crete timer as a one-shot timer that will expire in (number) seconds

mechanics of waves:
event:
timer expires
condition:
actions:
trigger -run (wave 1)

2nd way is:
set all creeps into unit-group array
assing creep levels
then:

GUI:
event:
timer expires
condition:
number of units owned by player 12 brown equal or less than 0
actions:
create 5 WAVE1 units for player 12 brown at center of (spawn region) facing default building degrees
order wave1 units to move-to (region where they should go)
 
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