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[Solved] Spawning more units and bosses in triggers help

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Level 3
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Aug 22, 2015
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42
Hello,

I'm increasing more units and bosses for map Blizzard Tower Defense but it's not adding them entirely. Example, by default, the first wave spawns 10 units I put 60 in the triggers but only 40 are getting in. How can I set them to whatever number I put in.
Would really appreciate help please.
I added the map.
 

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  • (6)BlizzardTD.w3x
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Well The Reason is blizzards Spawning-System.
On The Trigger
Spawn Unit Wave
It Spawns only upto 40 Units, i guess if you copie the last 5 unit creation block you should be able to increase the amount of spawns.

  • Spawn Unit Wave
    • Ereignisse
    • Bedingungen
  • Aktionen
  • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • -------- Spawn 5 More Units --------
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • -------- Spawn 5 More Units --------
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • -------- Spawn 5 More Units --------
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • -------- Spawn 5 More Units --------
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • -------- Spawn 5 More Units --------
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • -------- Spawn 5 More Units --------
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • -------- Spawn 5 More Units --------
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
    • If (UnitsSpawned >= UnitCount[CurrentWave]) then do (Skip remaining actions) else do (Set UnitsSpawned = (UnitsSpawned + 1))
    • Trigger - Run Spawn Unit <gen> (checking conditions)
    • Wait SpawnWaitTimeUnits seconds
 
Level 3
Joined
Aug 22, 2015
Messages
42
That seems to do it, I also did the same for the spawns bosses wave. There are 60 creeps now in wave 1. I tested a few waves after wave 1 but didn't count each creep as it is hard to observe them individually lol. I'll keep testing for the other waves but looks like it's good as I'm seeing much more creeps and bosses than before. Thank you very much Tasyen, it's greatly appreciated. Good day :)
 
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