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[Trigger] Spawn problem

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Level 13
Joined
Oct 27, 2008
Messages
1,176
  • T DeepLord
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
      • (Current research level of Advanced Units (Upgrade 1) for Player 12 (Brown)) Equal to 4
    • Actions
      • Trigger - Turn on T DL <gen>
      • Trigger - Turn off T I <gen>
Suppost to change Infernals to building Deep Lords
but instead it builds knights
  • T I
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Order Fort 0030 <gen> to train/upgrade to a Inernal
  • T DL
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Order Fort 0030 <gen> to train/upgrade to a Deep Lord
as you can see it should work but for some reason it doesnt
 
Just use the first trigger, remove that trigger turn on/off actions and put in train orders.

  • T DeepLord
  • Events
  • Time - Every 2.00 seconds of game time
  • Conditions
  • (Current research level of Advanced Units (Upgrade 1) for Player 12 (Brown)) Equal to 4
  • Actions
    • Unit - Order Fort 0030 <gen> to train/upgrade to a Inernal
    • Unit - Order Fort 0030 <gen> to train/upgrade to a Deep Lord
 
Level 13
Joined
Oct 27, 2008
Messages
1,176
there
like 1st creep + like 8 upgrades to it
they all have the same trigger but its only playful children that doesnt work right
 
Level 10
Joined
Apr 13, 2005
Messages
630
  • Upgrading
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current research level of Iron Forged Swords for (Player((Integer A)))) Equal to 1
            • Then - Actions
              • Unit - Order (Last created unit) to train/upgrade to a Footman
            • Else - Actions
      • For each (Integer A) from 1 to 5, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current research level of Iron Forged Swords for (Player((Integer A)))) Equal to 2
            • Then - Actions
              • Unit - Order (Last created unit) to train/upgrade to a Knight
            • Else - Actions
      • For each (Integer B) from 6 to 10, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current research level of Iron Forged Swords for (Player((Integer B)))) Equal to 1
            • Then - Actions
              • Unit - Order (Last created unit) to train/upgrade to a Footman
            • Else - Actions
      • For each (Integer B) from 6 to 10, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Current research level of Iron Forged Swords for (Player((Integer B)))) Equal to 2
            • Then - Actions
              • Unit - Order (Last created unit) to train/upgrade to a Knight
            • Else - Actions
 
Level 13
Joined
Oct 27, 2008
Messages
1,176
Bump
Deathdoor made this but for some reason instead of infernals you get knights any ideas?

  • Upgrades
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • -------- Team 1 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Upgrade Units (Upgrade 1) for Player 11 (Dark Green)) Equal to 1
        • Then - Actions
          • Trigger - Turn off Units <gen>
          • Trigger - Turn on B B <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Upgrade Units (Upgrade 1) for Player 11 (Dark Green)) Equal to 2
        • Then - Actions
          • Trigger - Turn off B B <gen>
          • Trigger - Turn on B F <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Upgrade Units (Upgrade 1) for Player 11 (Dark Green)) Equal to 3
        • Then - Actions
          • Trigger - Turn off B F <gen>
          • Trigger - Turn on B C <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Upgrade Units (Upgrade 1) for Player 11 (Dark Green)) Equal to 4
        • Then - Actions
          • Trigger - Turn off B C <gen>
          • Trigger - Turn on B K <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Advanced Units for Player 11 (Dark Green)) Equal to 1
        • Then - Actions
          • Trigger - Turn off B K <gen>
          • Trigger - Turn on B FO <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Advanced Units for Player 11 (Dark Green)) Equal to 2
        • Then - Actions
          • Trigger - Turn off B FO <gen>
          • Trigger - Turn on B PC <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Advanced Units for Player 11 (Dark Green)) Equal to 3
        • Then - Actions
          • Trigger - Turn off B PC <gen>
          • Trigger - Turn on B I <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Advanced Units for Player 11 (Dark Green)) Equal to 4
        • Then - Actions
          • Trigger - Turn off B I <gen>
          • Trigger - Turn on B DL <gen>
        • Else - Actions
      • -------- Team 2 --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Upgrade Units (Upgrade 1) for Player 12 (Brown)) Equal to 1
        • Then - Actions
          • Trigger - Turn on T B <gen>
          • Trigger - Turn off Units Copy <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Upgrade Units (Upgrade 1) for Player 12 (Brown)) Equal to 2
        • Then - Actions
          • Trigger - Turn on T F <gen>
          • Trigger - Turn off T B <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Upgrade Units (Upgrade 1) for Player 12 (Brown)) Equal to 3
        • Then - Actions
          • Trigger - Turn on T C <gen>
          • Trigger - Turn off T F <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Upgrade Units (Upgrade 1) for Player 12 (Brown)) Equal to 4
        • Then - Actions
          • Trigger - Turn on T K <gen>
          • Trigger - Turn off T C <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Advanced Units for Player 12 (Brown)) Equal to 1
        • Then - Actions
          • Trigger - Turn on T FO <gen>
          • Trigger - Turn off T K <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Advanced Units for Player 12 (Brown)) Equal to 2
        • Then - Actions
          • Trigger - Turn on T PC <gen>
          • Trigger - Turn off T FO <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Advanced Units for Player 12 (Brown)) Equal to 3
        • Then - Actions
          • Trigger - Turn on T I <gen>
          • Trigger - Turn off T PC <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Advanced Units for Player 12 (Brown)) Equal to 4
        • Then - Actions
          • Trigger - Turn on T DL <gen>
          • Trigger - Turn off T I <gen>
        • Else - Actions
 
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