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[Trigger] Problem...?

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Mar 30, 2008
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Hello Everyone I wanted to post a problem I have,the only problem until I complete my map,I don't want to say a lot so I'll just get you to the point
My problem is the creep spawn,I want my creeps to start from one side and go to the other size(like dota tbh) so the functions I used are:

  • CreepsSpawnHeaven
  • Events
  • Time - Every 30.00 seconds of game time
  • Conditions
  • Actions
  • Trigger - turn on(This trigger)
  • Unit - Create 1 HeavenCreep for Player 11(Heaven) at (Center of SpawnCreepsMidHeaven <gen>) facing 310.00 degrees
  • Unit - Order (Last created unit) to Attack Hell's Altar 0011<gen>
So this trigger is working but there is one problem,when creeps spawn they attack other creeps or towers before they attack the last structure(Hell's Altar)"So Far So Good..." BUT when they kill other creeps they go back to base... like they finished their job and that's all...

Also,i tried to fix this replacing (Attack unit)
  • Unit - Order (Last created unit) to Attack Hell's Altar 0011<gen>
With(Attack a Point(Region))
  • Unit - Order (Last created unit) to Attack (Center of Hell's Altar <gen>)
But the same thing happens...

If anyone could help me i'd really appreciate it! also +rep ofc
 
Seas =)

I just give you a tip now:

make another trigger thats picks every 4 or 5 or 6 seconds each unit (the spawned ones) and order them again to attack the target they should attack.

It's the same thing in dota - there's missing this trigger to. If you port to one creep it just stand around with no action.

My tip should also fix your problem and if you do this don't forget before you pick every unit to use:
  • Custom script: set bj_wantDestroyGroup = true
 
maybe add a trigger like:

EVENT: when a unit dies
CONDITION: dying unit equal to that creeps
ACTION: unit order killunit to Attack Hell's Altar

somesort of it.
 
this is what i do
  • wave1
    • Events
      • Time - Every 5.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 1, do (Unit - Create 1 Medic for Player 12 (Brown) at (Center of spawn2 <gen>) facing Default building facing degrees)
      • Unit - Order (Last created unit) to Attack-Move To (Center of rally111 <gen>)
the unit will move attack to the place killing anything thats comes within the acquired range of the unit like building towers other unit and will kill your altar 0011 when it gets there. (if you place the region at the altar)
 
So you say that it won't do whatever it likes after it kills the enemy mobs,right?
The problem is that it might go back to base before it kills the enemy mob... I have no idea why they act like this(first I forgot the "can flee" option but now i removed it)
maybe add a trigger like:

EVENT: when a unit dies
CONDITION: dying unit equal to that creeps
ACTION: unit order killunit to Attack Hell's Altar
 
no its the same thing just place a region at your altar and do
  • Unit - Create 1 Footman for Player 11 (Dark Green) at (Center of Region spawn <gen>) facing Default building facing degrees
  • Unit - Order (Last created unit) to Attack-Move To (Center of region altar <gen>)

and btw Dr.Boom cos dota uses regions to move the creeps then they would need to make a lot more triggers for the creeps to keep on the paths to do it your way
thats why the creeps just stop when you tp on them seen as they have 3 paths
 
No I mean they go back to base before they reach their patrol destination... and if they meet the next wave of spawned creeps on their way back,new one's follow the old back to base too -.- What the &$%# is happening?
 
yes and by trigger i mean it like this
  • Player Group - Pick every player in (All allies of Player 6 (Orange)) and do (Player - Make (Picked player) treat Player 11 (Dark Green) as an Ally with shared vision)
  • Player Group - Pick every player in (All allies of Player 6 (Orange)) and do (Player - Make Player 11 (Dark Green) treat (Picked player) as an Ally with shared vision)
  • Player Group - Pick every player in (All allies of Player 6 (Orange)) and do (Player - Make (Picked player) treat Player 12 (Brown) as an Enemy)

or did you make the computer in scenario properties
 
  • Init
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Player Group - Pick every player in (All allies of Player 6 (Orange)) and do (Player - Make (Picked player) treat Player 11 (Dark Green) as an Ally with shared vision)
      • Player Group - Pick every player in (All allies of Player 6 (Orange)) and do (Player - Make Player 11 (Dark Green) treat (Picked player) as an Ally with shared vision)
      • Player Group - Pick every player in (All allies of Player 6 (Orange)) and do (Player - Make (Picked player) treat Player 12 (Brown) as an Enemy)
      • Player Group - Pick every player in (All allies of Player 1 (Red)) and do (Player - Make (Picked player) treat Player 11 (Dark Green) as an Enemy)
      • Player Group - Pick every player in (All allies of Player 1 (Red)) and do (Player - Make (Picked player) treat Player 12 (Brown) as an Ally with shared vision)
      • Player Group - Pick every player in (All allies of Player 1 (Red)) and do (Player - Make Player 12 (Brown) treat (Picked player) as an Ally with shared vision)

you need 6 actions 3 for each side
 
Actually there is an other problem :P When the creeps from right and left lane reach their destination i use
  • Unit Group - Order (Units in LeftAttackRegion <gen>{this is the region which is at the left corner of the map} to Patrol To (Center of EnemyBaseRegion <gen>)
I also tried
  • Unit Group - Order (Units in LeftAttackRegion <gen> to Attack Hell's Altar 0011{this is the enemy's last building}
But they just stay in the corner doing nothing... Can you help me with this one?
 
  • new trigger
    • Events
      • Unit - A unit enters leftattack region <gen>
    • Conditions
      • (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
    • Actions
      • Unit - Order (Entering unit) to Attack-Move To (Center of hells alter <gen>)
 
It's ok,I also have a creep spawn system thanks to PvSvN,yet I think there is a last problem...

Now i want my creeps to give gold upon their death
So i tried to give money to Player 11 (Dark Green) -which is the creep owner team- so that everytime a creep dies this Player loses gold. Testing it I realized that this doesn't work as i want it to.
Next I noticed that my neutrals give gold when they die,so I took the model of the neutral(eg.succubus) and I edit it so it looks like my previous creeps. Again nothing happens... What exactly must I do to make creeps give gold when they die? Can anyone help?


<<Stats-Gold Bounty Awarded is not an empty field -.->>
 
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