- Joined
- Feb 9, 2014
- Messages
- 45
this is my spawning trigger:
But when i add this trigger (Below): the unit spawn has change, and it only spawn 6 units.. :
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Spawning Area
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Events
- Map initialization
- Conditions
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Actions
- Set CreepsSpawnCount[1] = 20
- Set CreepsSpawnCount[2] = 20
- Set CreepsSpawnCount[3] = 20
- Set CreepsSpawnCount[4] = 20
- Set CreepsSpawnCount[5] = 2
- Set CreepsSpawnCount[6] = 20
- Set CreepsSpawnCount[7] = 20
- Set CreepsSpawnCount[8] = 20
- Set CreepsSpawnCount[9] = 20
- Set CreepsSpawnCount[10] = 2
- Set CreepsSpawnCount[11] = 20
- Set CreepsSpawnCount[12] = 20
- Set CreepsSpawnCount[13] = 20
- Set CreepsSpawnCount[14] = 20
- Set CreepsSpawnCount[15] = 2
- Set CreepsSpawnCount[16] = 20
- Set CreepsSpawnCount[17] = 20
- Set CreepsSpawnCount[18] = 20
- Set CreepsSpawnCount[19] = 20
- Set CreepsSpawnCount[20] = 2
- Set CreepsSpawnCount[21] = 20
- Set CreepsSpawnCount[22] = 20
- Set CreepsSpawnCount[23] = 20
- Set CreepsSpawnCount[24] = 20
- Set CreepsSpawnCount[25] = 2
- Set CreepsSpawnCount[26] = 20
- Set CreepsSpawnCount[27] = 20
- Set CreepsSpawnCount[28] = 20
- Set CreepsSpawnCount[29] = 20
- Set CreepsSpawnCount[30] = 2
- Set CreepsSpawnCount[31] = 40
- Set CreepsSpawnCount[32] = 40
- Set CreepsSpawnCount[33] = 40
- Set CreepsSpawnCount[34] = 40
- Set CreepsSpawnCount[35] = 4
- Set CreepsSpawnCount[36] = 40
- Set CreepsSpawnCount[37] = 40
- Set CreepsSpawnCount[38] = 40
- Set CreepsSpawnCount[39] = 40
- Set CreepsSpawnCount[40] = 4
- Set CreepsSpawnCount[41] = 40
- Set CreepsSpawnCount[42] = 40
- Set CreepsSpawnCount[43] = 40
- Set CreepsSpawnCount[44] = 40
- Set CreepsSpawnCount[45] = 4
- Set CreepsSpawnCount[46] = 40
- Set CreepsSpawnCount[47] = 40
- Set CreepsSpawnCount[48] = 40
- Set CreepsSpawnCount[49] = 40
- Set CreepsSpawnCount[50] = 4
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Events
But when i add this trigger (Below): the unit spawn has change, and it only spawn 6 units.. :
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Pool Elemental Kills
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Events
- Unit - A unit Dies
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Conditions
- (Unit-type of (Killing unit)) Equal to Pool Elemental
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Actions
- Set Int_DamageSys_ADDdamage = 2
- Set Unit_DamageSys_Unit = (Killing unit)
- Trigger - Run Damage System <gen> (checking conditions)
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Events
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Damage System
- Events
- Conditions
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Actions
- -------- Required if unit does not have the dummy ability to begin with --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- (Level of Abi_DamageSys_Damage[1] for Unit_DamageSys_Unit) Equal to 0
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Then - Actions
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For each (Integer A) from 1 to Int_DamageSys_DigitCount, do (Actions)
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Loop - Actions
- Unit - Add Abi_DamageSys_Damage[(Integer A)] to Unit_DamageSys_Unit
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Loop - Actions
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For each (Integer A) from 1 to Int_DamageSys_DigitCount, do (Actions)
- Else - Actions
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If - Conditions
- -------- Determine Current Damage --------
- Set Int_DamageSys_CurrentDmg = 0
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For each (Integer A) from 1 to Int_DamageSys_DigitCount, do (Actions)
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Loop - Actions
- Set Int_DamageSys_CurrentDmg = (Int_DamageSys_CurrentDmg + (((Level of Abi_DamageSys_Damage[(Integer A)] for Unit_DamageSys_Unit) - 1) x (Integer((Power(10.00, ((Real((Integer A))) - 1.00)))))))
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Loop - Actions
- -------- Add Damage --------
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Int_DamageSys_ADDdamage Greater than 0
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Then - Actions
- Set Int_DamageSys_ADDdamage = (Int_DamageSys_ADDdamage + Int_DamageSys_CurrentDmg)
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For each (Integer A) from 1 to Int_DamageSys_DigitCount, do (Actions)
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Loop - Actions
- Set Int_General = ((Int_DamageSys_ADDdamage mod (Integer((Power(10.00, (Real((Integer A)))))))) / (Integer((Power(10.00, ((Real((Integer A))) - 1.00))))))
- Unit - Set level of Abi_DamageSys_Damage[(Integer A)] for Unit_DamageSys_Unit to (Int_General + 1)
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Loop - Actions
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Else - Actions
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For each (Integer A) from 1 to Int_DamageSys_DigitCount, do (Actions)
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Loop - Actions
- Unit - Set level of Abi_DamageSys_Damage[(Integer A)] for Unit_DamageSys_Unit to 1
- Set Int_General = ((Int_DamageSys_SETdamage mod (Integer((Power(10.00, (Real((Integer A)))))))) / (Integer((Power(10.00, ((Real((Integer A))) - 1.00))))))
- Unit - Set level of Abi_DamageSys_Damage[(Integer A)] for Unit_DamageSys_Unit to (Int_General + 1)
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Loop - Actions
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For each (Integer A) from 1 to Int_DamageSys_DigitCount, do (Actions)
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If - Conditions
- Set Int_DamageSys_ADDdamage = 0
- Set Int_DamageSys_SETdamage = 0
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Damage System Init
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Events
- Map initialization
- Conditions
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Actions
- Set Int_DamageSys_DigitCount = 5
- Set Abi_DamageSys_Damage[1] = (Damage System) Item Damage Bonus (+1)
- Set Abi_DamageSys_Damage[2] = (Damage System) Item Damage Bonus (+10)
- Set Abi_DamageSys_Damage[3] = (Damage System) Item Damage Bonus (+100)
- Set Abi_DamageSys_Damage[4] = (Damage System) Item Damage Bonus (+1000)
- Set Abi_DamageSys_Damage[5] = (Damage System) Item Damage Bonus (+10000)
- Unit - Create 1 Footman for Neutral Passive at (Center of (Playable map area)) facing Default building facing degrees
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For each (Integer A) from 1 to Int_DamageSys_DigitCount, do (Actions)
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Loop - Actions
- Unit - Add Abi_DamageSys_Damage[(Integer A)] to (Last created unit)
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Loop - Actions
- Unit - Remove (Last created unit) from the game
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Events
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