Hello,
i could use some help constructing a trigger that spawns a Boss additional to normal waves every 5th round. I got it set up to the voting system for the mode to be enabled, after that im not really sure how spawns are handled so everything i attempted failed in the end and didnt spawn anything, so here i am like Bernie Sanders once again asking for your help.
An example of where to insert what stuff for that effect would be much appreciated, if possible and i can work from there.
If there's anything else i can provide, please let me know.
Here i am so far:
And added a part of the "new level trigger" that handles spawn for red, it works it spawns an aditional mob and it's the only mob that moves, the rest of the wave stands still.
i could use some help constructing a trigger that spawns a Boss additional to normal waves every 5th round. I got it set up to the voting system for the mode to be enabled, after that im not really sure how spawns are handled so everything i attempted failed in the end and didnt spawn anything, so here i am like Bernie Sanders once again asking for your help.
An example of where to insert what stuff for that effect would be much appreciated, if possible and i can work from there.
If there's anything else i can provide, please let me know.
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New Level
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Events
- Time - PrepTime expires
- Conditions
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Actions
- Set VariableSet Level = (Level + 1)
- Custom script: set bj_wantDestroyGroup = true
- Unit Group - Pick every unit in (Units of type Burbenog Outpost (Anti-Stuck)) and do (Unit - Set (Picked unit) acquisition range to 100.00)
- Player Group - Pick every player in (All players) and do (Player - Disable Polar Attraction for (Picked player))
- Game - Display to (All players) the text: AttackersName[Level]
- Countdown Timer - Destroy (Last created timer window)
- Leaderboard - Change the title of (Last created leaderboard) to (Burbenog TD - Level + (String(Level)))
- If (Level Equal to 41) then do (Trigger - Run Level 41 <gen> (ignoring conditions)) else do (Do nothing)
- If (Level Equal to 41) then do (Skip remaining actions) else do (Do nothing)
- Unit Group - Remove all units of Red from Red.
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Attackers[Level] is A flying unit) Equal to True
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Then - Actions
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For each (Integer A) from 1 to Number[Level], do (Actions)
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Loop - Actions
- Set VariableSet TempPoint = (Random point in Red Start <gen>)
- Unit - Create 1 Attackers[Level] for Player 12 (Brown) at TempPoint facing 0.00 degrees
- Custom script: call RemoveLocation( udg_TempPoint )
- Unit Group - Add (Last created unit) to Red
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Loop - Actions
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For each (Integer A) from 1 to Number[Level], do (Actions)
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Else - Actions
- Set VariableSet TempPoint = (Center of Red Start <gen>)
- Unit - Create Number[Level] Attackers[Level] for Player 12 (Brown) at TempPoint facing 0.00 degrees
- Custom script: call RemoveLocation( udg_TempPoint )
- Unit Group - Add all units of (Last created unit group) to Red
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If - Conditions
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Unit Group - Pick every unit in Red and do (Actions)
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Loop - Actions
- Unit - Make (Picked unit) Explode on death
- Unit - Set the custom value of (Picked unit) to 1
- Unit - Change color of (Picked unit) to Orange
- AI - Ignore (Picked unit)'s guard position
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Loop - Actions
- Unit Group - Remove all units of Teal from Teal.
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Attackers[Level] is A flying unit) Equal to True
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Then - Actions
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For each (Integer A) from 1 to Number[Level], do (Actions)
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Loop - Actions
- Set VariableSet TempPoint = (Random point in Teal Start <gen>)
- Unit - Create 1 Attackers[Level] for Player 12 (Brown) at TempPoint facing 270.00 degrees
- Custom script: call RemoveLocation( udg_TempPoint )
- Unit Group - Add (Last created unit) to Teal
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Loop - Actions
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For each (Integer A) from 1 to Number[Level], do (Actions)
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Else - Actions
- Set VariableSet TempPoint = (Center of Teal Start <gen>)
- Unit - Create Number[Level] Attackers[Level] for Player 12 (Brown) at TempPoint facing 270.00 degrees
- Custom script: call RemoveLocation( udg_TempPoint )
- Unit Group - Add all units of (Last created unit group) to Teal
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If - Conditions
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Unit Group - Pick every unit in Teal and do (Actions)
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Loop - Actions
- Unit - Make (Picked unit) Explode on death
- Unit - Set the custom value of (Picked unit) to 13
- Unit - Change color of (Picked unit) to Green
- AI - Ignore (Picked unit)'s guard position
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Loop - Actions
- Unit Group - Remove all units of Blue from Blue.
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Attackers[Level] is A flying unit) Equal to True
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Then - Actions
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For each (Integer A) from 1 to Number[Level], do (Actions)
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Loop - Actions
- Set VariableSet TempPoint = (Random point in Blue Start <gen>)
- Unit - Create 1 Attackers[Level] for Player 12 (Brown) at TempPoint facing 180.00 degrees
- Custom script: call RemoveLocation( udg_TempPoint )
- Unit Group - Add (Last created unit) to Blue
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Loop - Actions
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For each (Integer A) from 1 to Number[Level], do (Actions)
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Else - Actions
- Set VariableSet TempPoint = (Center of Blue Start <gen>)
- Unit - Create Number[Level] Attackers[Level] for Player 12 (Brown) at TempPoint facing 180.00 degrees
- Custom script: call RemoveLocation( udg_TempPoint )
- Unit Group - Add all units of (Last created unit group) to Blue
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If - Conditions
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Unit Group - Pick every unit in Blue and do (Actions)
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Loop - Actions
- Unit - Make (Picked unit) Explode on death
- Unit - Set the custom value of (Picked unit) to 25
- Unit - Change color of (Picked unit) to Yellow
- AI - Ignore (Picked unit)'s guard position
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Loop - Actions
- Unit Group - Remove all units of Purple from Purple.
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Attackers[Level] is A flying unit) Equal to True
-
Then - Actions
-
For each (Integer A) from 1 to Number[Level], do (Actions)
-
Loop - Actions
- Set VariableSet TempPoint = (Random point in Purple Start <gen>)
- Unit - Create 1 Attackers[Level] for Player 12 (Brown) at TempPoint facing 90.00 degrees
- Custom script: call RemoveLocation( udg_TempPoint )
- Unit Group - Add (Last created unit) to Purple
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Loop - Actions
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For each (Integer A) from 1 to Number[Level], do (Actions)
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Else - Actions
- Set VariableSet TempPoint = (Center of Purple Start <gen>)
- Unit - Create Number[Level] Attackers[Level] for Player 12 (Brown) at TempPoint facing 90.00 degrees
- Custom script: call RemoveLocation( udg_TempPoint )
- Unit Group - Add all units of (Last created unit group) to Purple
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If - Conditions
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Unit Group - Pick every unit in Purple and do (Actions)
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Loop - Actions
- Unit - Make (Picked unit) Explode on death
- Unit - Set the custom value of (Picked unit) to 37
- Unit - Change color of (Picked unit) to Gray
- AI - Ignore (Picked unit)'s guard position
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Loop - Actions
- Trigger - Turn on Next Round <gen>
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- Attackers[Level] Equal to Mortar Team (Siege, 19)
- Attackers[Level] Equal to Dragon Turtle (Siege, 37)
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Conditions
-
Or - Any (Conditions) are true
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Then - Actions
- Unit Group - Pick every unit in (Random 4 units from Red) and do (Unit - Add Endurance Aura (Creep) to (Picked unit))
- Unit Group - Pick every unit in (Random 4 units from Teal) and do (Unit - Add Endurance Aura (Creep) to (Picked unit))
- Unit Group - Pick every unit in (Random 4 units from Blue) and do (Unit - Add Endurance Aura (Creep) to (Picked unit))
- Unit Group - Pick every unit in (Random 4 units from Purple) and do (Unit - Add Endurance Aura (Creep) to (Picked unit))
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- Level Equal to 19
- Level Equal to 27
- Level Equal to 34
- Level Equal to 37
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Trigger - Run Attacker Level <gen> (ignoring conditions)
- Skip remaining actions
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- Attackers[Level] Equal to Makrura Tidal Lord (21)
- Attackers[Level] Equal to Naga Royal Guard (39)
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Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Unit Group - Pick every unit in (Random 4 units from Red) and do (Unit - Add Devotion Aura (Creep) to (Picked unit))
- Unit Group - Pick every unit in (Random 4 units from Teal) and do (Unit - Add Devotion Aura (Creep) to (Picked unit))
- Unit Group - Pick every unit in (Random 4 units from Blue) and do (Unit - Add Devotion Aura (Creep) to (Picked unit))
- Unit Group - Pick every unit in (Random 4 units from Purple) and do (Unit - Add Devotion Aura (Creep) to (Picked unit))
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- Attackers[Level] Equal to Flesh Golem (29)
- Attackers[Level] Equal to Eredar Warlock (33)
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Unit Group - Pick every unit in (Random 4 units from Red) and do (Unit - Add Unholy Aura (Creep) to (Picked unit))
- Unit Group - Pick every unit in (Random 4 units from Teal) and do (Unit - Add Unholy Aura (Creep) to (Picked unit))
- Unit Group - Pick every unit in (Random 4 units from Blue) and do (Unit - Add Unholy Aura (Creep) to (Picked unit))
- Unit Group - Pick every unit in (Random 4 units from Purple) and do (Unit - Add Unholy Aura (Creep) to (Picked unit))
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- Attackers[Level] Equal to Skeletal Orc Grunt (26)
- Attackers[Level] Equal to Deeplord Revenant (38)
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Unit Group - Pick every unit in (Random 4 units from Red) and do (Unit - Add Inhibition Aura (Creep) to (Picked unit))
- Unit Group - Pick every unit in (Random 4 units from Teal) and do (Unit - Add Inhibition Aura (Creep) to (Picked unit))
- Unit Group - Pick every unit in (Random 4 units from Blue) and do (Unit - Add Inhibition Aura (Creep) to (Picked unit))
- Unit Group - Pick every unit in (Random 4 units from Purple) and do (Unit - Add Inhibition Aura (Creep) to (Picked unit))
- Else - Actions
-
If - Conditions
- Custom script: set bj_wantDestroyGroup = true
- Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Unit - Make (Picked unit) Invulnerable)
- Wait 3.00 game-time seconds
- Custom script: set bj_wantDestroyGroup = true
- Unit Group - Pick every unit in (Units owned by Player 12 (Brown).) and do (Unit - Make (Picked unit) Vulnerable)
- Custom script: set bj_wantDestroyGroup = true
- Unit Group - Pick every unit in (Units of type Burbenog Outpost (Anti-Stuck)) and do (Unit - Set (Picked unit) acquisition range to (Default acquisition range of (Picked unit)))
- Unit Group - Pick every unit in Red and do (Unit - Order (Picked unit) to Move To (Center of Red 001 <gen>))
- Unit Group - Pick every unit in Teal and do (Unit - Order (Picked unit) to Move To (Center of Teal 001 <gen>))
- Unit Group - Pick every unit in Blue and do (Unit - Order (Picked unit) to Move To (Center of Blue 001 <gen>))
- Unit Group - Pick every unit in Purple and do (Unit - Order (Picked unit) to Move To (Center of Purple 001 <gen>))
- Wait 8.00 game-time seconds
- If ((Level mod 2) Equal to 0) then do (Trigger - Run Tip <gen> (checking conditions)) else do (Do nothing)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Or - Any (Conditions) are true
-
Conditions
- Level Equal to 17
- Level Equal to 25
- Level Equal to 30
- Level Equal to 35
-
Conditions
-
Or - Any (Conditions) are true
-
Then - Actions
- Trigger - Turn on Invis Straggler Fix <gen>
- Else - Actions
-
If - Conditions
-
Events
-
Array Setup 1 to 10
- Events
- Conditions
-
Actions
- Set VariableSet Attackers[1] = Angry Puppy (1)
- Set VariableSet Number[1] = 20
- Set VariableSet AttackersName[1] = Level 1: Angry Puppies (20 per corner)
- Set VariableSet Attackers[2] = Fire Lord (2)
- Set VariableSet Number[2] = 20
- Set VariableSet AttackersName[2] = Level 2: Footmen (20 per corner)
- Set VariableSet Attackers[3] = Skeleton Archer (3)
- Set VariableSet Number[3] = 20
- Set VariableSet AttackersName[3] = Level 3: Skeleton Archers (Summoned,Undead - 20 per corner)
- Set VariableSet Attackers[4] = Ogre Warrior (4)
- Set VariableSet Number[4] = 20
- Set VariableSet AttackersName[4] = Level 4: Ogre Warriors (20 per corner)
- Set VariableSet Attackers[5] = Murloc Tiderunner (5)
- Set VariableSet Number[5] = 20
- Set VariableSet AttackersName[5] = Level 5: Murloc Tiderunners (20 per corner)
- Set VariableSet Attackers[6] = Harpy Scout (6)
- Set VariableSet Number[6] = 20
- Set VariableSet AttackersName[6] = Level 6: Harpy Scouts (Air - 20 per corner)
- Set VariableSet Attackers[7] = Kobold (7)
- Set VariableSet Number[7] = 20
- Set VariableSet AttackersName[7] = Level 7: Kobolds (20 per corner)
- Set VariableSet Attackers[8] = Spirit Pig (8)
- Set VariableSet Number[8] = 20
- Set VariableSet AttackersName[8] = Level 8: Spirit Pigs (Summoned - 20 per corner)
- Set VariableSet Attackers[9] = Gnoll Brute (9)
- Set VariableSet Number[9] = 20
- Set VariableSet AttackersName[9] = Level 9: Gnoll Brutes (20 per corner)
- Set VariableSet Attackers[10] = Mud Golem (10)
- Set VariableSet Number[10] = 20
- Set VariableSet AttackersName[10] = Level 10: Mud Golems (20 per corner, Spell Immune)
- Custom script: call DestroyTrigger( GetTriggeringTrigger() )
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BossArray
-
Events
- Map initialization
- Conditions
-
Actions
- Set VariableSet AttackersBoss[1] = Anasterian Sunstrider
- Set VariableSet NumbersBoss[1] = 1
- Set VariableSet AttackersBoss[2] = Kelen the Seeker
- Set VariableSet NumbersBoss[2] = 1
- Set VariableSet AttackersBoss[3] = Thalorien Dawnseeker
- Set VariableSet NumbersBoss[3] = 1
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Events
-
Boss Yes
-
Events
- Time - VotingTime expires
-
Conditions
- VotesBoss[1] Greater than VotesBoss[2]
-
Actions
- Game - Display to (All players) the text: |cffff0000!!!BOSS M...
-
Events
And added a part of the "new level trigger" that handles spawn for red, it works it spawns an aditional mob and it's the only mob that moves, the rest of the wave stands still.
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Boss Yes
-
Events
- Time - Elapsed game time is 25.00 seconds
-
Conditions
- VotesBoss[1] Greater than VotesBoss[2]
-
Actions
- Game - Display to (All players) the text: |cffff0000!!!BOSS M...
- Set VariableSet Number[1] = (Number[1] + NumbersBoss[1])
-
Events
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Attackers[Level] is A flying unit) Equal to True
-
Then - Actions
-
For each (Integer A) from 1 to Number[Level], do (Actions)
-
Loop - Actions
- Set VariableSet TempPoint = (Random point in Red Start <gen>)
- Unit - Create 1 Attackers[Level] for Player 12 (Brown) at TempPoint facing 0.00 degrees
- Unit - Create 1 AttackersBoss[Level] for Player 12 (Brown) at TempPoint facing 0.00 degrees
- Custom script: call RemoveLocation( udg_TempPoint )
- Unit Group - Add (Last created unit) to Red
-
Loop - Actions
-
For each (Integer A) from 1 to Number[Level], do (Actions)
-
Else - Actions
- Set VariableSet TempPoint = (Center of Red Start <gen>)
- Unit - Create Number[Level] Attackers[Level] for Player 12 (Brown) at TempPoint facing 0.00 degrees
- Unit - Create NumbersBoss[Level] AttackersBoss[Level] for Player 12 (Brown) at TempPoint facing 0.00 degrees
- Custom script: call RemoveLocation( udg_TempPoint )
- Unit Group - Add all units of (Last created unit group) to Red
-
If - Conditions
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