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Someone Help Me With This Trigger

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Level 5
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Dec 12, 2008
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112
Whenever i finish constructing a building, i spawn my units normally. But when the enemy finishes constructing a building, i start to spawn mine and also his units.

Can you please fix my problem.

Here is the map. Just fix it and send it back to me please.

Thank You Very Much!
 

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Level 5
Joined
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112
Sorry for that.

Here it is
 

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Level 3
Joined
May 6, 2007
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The most probable reason why you spawned it's units is because:
- Variables are shared, and your variables cannot be shared with more than 1 player.
---I didn't understand how your game works because I couldn't build anything---

It seems to me that you are also a beginner. If you'd like, I can create a map to show you
how to spawn your units more efficiently; without the use of variables and custom scripts.
 
Level 3
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May 6, 2007
Messages
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Its leaking all ready.. spawn with no variables for points and custom scripts..
It leaks, you know?

I was looking for the rules on leaks and what it means.. found nothing, Link me up if you can.

But I really don't see how its leaking. Everything is performed in an orderly fashion and everything is done on time, according to settings.
 
Ok, i will take some time and make two spawn triggers, one leaking and one leak free.
But mby i get you wrong..Dunno D:

edit:
Ok here i found a spawn trigger that i made for some one
  • Spawn Creeps
    • Events
      • Time - Every 35.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • Set TempLoc01 = Center of region1 <gen>
          • Set TempLoc02 = Center of region2 <gen>
          • Unit - Create 1 Footman for Player 1 (Red) at (TempLoc01) facing Default building facing degrees
          • Unit - Order (Last created unit) to Attack-Move To (TempLoc02)
          • Custom script - call RemoveLocation(udg_TempLoc01)
          • Custom script - call RemoveLocation(udg_TempLoc02)
  • CreepPoint
    • Events
      • Unit - A unit enters Region2 <gen>
    • Conditions
      • (Owner of (Triggering unit)) Equal to Player 1 (Red)
    • Actions
      • Set TempLoc03 = Center of region3 <gen>
      • Unit - Order (Triggering unit) to Attack-Move To (TempLoc03)
      • Custom script - call RemoveLocation(udg_TempLoc03)
 
Level 3
Joined
May 6, 2007
Messages
32
Ok, i will take some time and make two spawn triggers, one leaking and one leak free.
But mby i get you wrong..Dunno D:

edit:
Ok here i found a spawn trigger that i made for some one
  • Spawn Creeps
    • Events
      • Time - Every 35.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 6, do (Actions)
        • Loop - Actions
          • Set TempLoc01 = Center of region1 <gen>
          • Set TempLoc02 = Center of region2 <gen>
          • Unit - Create 1 Footman for Player 1 (Red) at (TempLoc01) facing Default building facing degrees
          • Unit - Order (Last created unit) to Attack-Move To (TempLoc02)
          • Custom script - call RemoveLocation(udg_TempLoc01)
          • Custom script - call RemoveLocation(udg_TempLoc02)
  • CreepPoint
    • Events
      • Unit - A unit enters Region2 <gen>
    • Conditions
      • (Owner of (Triggering unit)) Equal to Player 1 (Red)
    • Actions
      • Set TempLoc03 = Center of region3 <gen>
      • Unit - Order (Triggering unit) to Attack-Move To (TempLoc03)
      • Custom script - call RemoveLocation(udg_TempLoc03)

That is indeed flawless. Sadly none of my maps are like that.
But my maps are still flawless reguardless. *(My point of view)*
But thanks for the 411.
 
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