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[trigger] Creeps dont run(maul map)

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Level 1
Joined
May 22, 2009
Messages
3
Hi.
I have search like crazy in the forum because this have to have come up earlyier.
Im working on a maul map and the creeps stop run if there is too many creeps in the map(about 100-300). They run abit and then wait for thair friends it looks like.
I us "move to". i have 3 checkpoint(cent of rect) for them to move through.
Anybody know a way to fix this?
 
Level 1
Joined
May 22, 2009
Messages
3
Copy N Paste ur triggerz

and use the
  • tags[/QUOTE]
  • Spawn
  • [TRIGGER]
  • Core Function
    • Events
      • Time - Next_Level expires
    • Conditions
      • Defeat Equal to False
    • Actions
      • -------- Setup Timer --------
      • Countdown Timer - Pause Next_Level
      • Countdown Timer - Destroy (Last created timer window)
      • -------- Create Units --------
      • Set point1 = (Center of Left Spawn <gen>)
      • Unit - Create Monster_Amount Monster_Type for Player 12 (Brown) at point1 facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_point1)
      • Set point1 = (Center of Spawn Purplle <gen>)
      • Unit - Create (Monster_Amount / 2) Monster_Type for Player 12 (Brown) at point1 facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_point1)
      • Set point1 = (Center of Spawn Orange <gen>)
      • Unit - Create (Monster_Amount / 2) Monster_Type for Player 12 (Brown) at point1 facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_point1)
      • Set point1 = (Center of Yellow Spawn 1 <gen>)
      • Unit - Create (Monster_Amount / 4) Monster_Type for Player 12 (Brown) at point1 facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_point1)
      • Set point1 = (Center of Yellow Spawn 2 <gen>)
      • Unit - Create (Monster_Amount / 4) Monster_Type for Player 12 (Brown) at point1 facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_point1)
      • Set point1 = (Center of Left Spawn 2 <gen>)
      • Unit - Create Monster_Amount Monster_Type for Player 12 (Brown) at point1 facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_point1)
      • Set point1 = (Center of Middle Left Spawn <gen>)
      • Unit - Create Monster_Amount Monster_Type for Player 12 (Brown) at point1 facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_point1)
      • Set point1 = (Center of Middle Right Spawn <gen>)
      • Unit - Create Monster_Amount Monster_Type for Player 12 (Brown) at point1 facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_point1)
      • Set point1 = (Center of Right Spawn <gen>)
      • Unit - Create Monster_Amount Monster_Type for Player 12 (Brown) at point1 facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_point1)
      • Set point1 = (Center of Right Spawn 2 <gen>)
      • Unit - Create Monster_Amount Monster_Type for Player 12 (Brown) at point1 facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_point1)
      • Set point1 = (Center of RightSpawnDown <gen>)
      • Unit - Create Monster_Amount Monster_Type for Player 12 (Brown) at point1 facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_point1)
      • Set point1 = (Center of LeftSpawnDown <gen>)
      • Unit - Create Monster_Amount Monster_Type for Player 12 (Brown) at point1 facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_point1)
      • Set point1 = (Center of Gray Spawn <gen>)
      • Unit - Create (Monster_Amount / 2) Monster_Type for Player 12 (Brown) at point1 facing Default building facing (270.0) degrees
      • Custom script: call RemoveLocation(udg_point1)
      • -------- Level Info --------
      • If ((Level_Number Equal to 10) or ((Level_Number Equal to 20) or (Level_Number Equal to 30))) then do (Game - Display to Defenders the text: |c00ff0000BOSS NIV...) else do (Do nothing)
      • Game - Display to Defenders the text: ((Nivå + (String(Level_Number))) + ( - + ((Name of (Last created unit)) + )))
      • -------- Run Triggers --------
      • Trigger - Run Startup Movement <gen> (checking conditions)
      • -------- Misc. --------
      • Unit Group - Pick every unit in (Units owned by Player 12 (Brown)) and do (Unit - Set (Picked unit) acquisition range to 0.00)
      • If ((Level_Number Equal to 10) or ((Level_Number Equal to 20) or (Level_Number Equal to 30))) then do (Countdown Timer - Start start_timer as a One-shot timer that will expire in 40.00 seconds) else do (Countdown Timer - Start start_timer as a One-shot timer that will expire in 25.00 seconds)
Group units
  • Startup Movement
    • Events
    • Conditions
    • Actions
      • -------- Put Units into Groups --------
      • Custom script: set bj_wantDestroyGroup = true
      • Unit Group - Pick every unit in (Units in Left Spawn <gen> owned by Player 12 (Brown)) and do (Unit Group - Add (Picked unit) to Attackers_LeftSide)
      • Unit Group - Pick every unit in (Units in Left Spawn 2 <gen> owned by Player 12 (Brown)) and do (Unit Group - Add (Picked unit) to Attackers_LeftSide)
      • Unit Group - Pick every unit in (Units in Middle Left Spawn <gen> owned by Player 12 (Brown)) and do (Unit Group - Add (Picked unit) to Attackers_Middle_LeftSide)
      • Unit Group - Pick every unit in (Units in Middle Right Spawn <gen> owned by Player 12 (Brown)) and do (Unit Group - Add (Picked unit) to Attackers_Middle_RightSide)
      • Unit Group - Pick every unit in (Units in Right Spawn <gen> owned by Player 12 (Brown)) and do (Unit Group - Add (Picked unit) to Attackers_RightSide)
      • Unit Group - Pick every unit in (Units in Right Spawn 2 <gen> owned by Player 12 (Brown)) and do (Unit Group - Add (Picked unit) to Attackers_RightSide)
      • Unit Group - Pick every unit in (Units in LeftSpawnDown <gen> owned by Player 12 (Brown)) and do (Unit Group - Add (Picked unit) to Attackers_downLeft)
      • Unit Group - Pick every unit in (Units in RightSpawnDown <gen> owned by Player 12 (Brown)) and do (Unit Group - Add (Picked unit) to Attackers_DownRight)
      • Unit Group - Pick every unit in (Units in Gray Spawn <gen> owned by Player 12 (Brown)) and do (Unit Group - Add (Picked unit) to AttackerGray)
      • Unit Group - Pick every unit in (Units in Spawn Orange <gen> owned by Player 12 (Brown)) and do (Unit Group - Add (Picked unit) to AttackerOrange)
      • Unit Group - Pick every unit in (Units in Spawn Purplle <gen> owned by Player 12 (Brown)) and do (Unit Group - Add (Picked unit) to AttackerPurple)
      • Unit Group - Pick every unit in (Units in Yellow Spawn 1 <gen> owned by Player 12 (Brown)) and do (Unit Group - Add (Picked unit) to AttackerYellow1)
      • Unit Group - Pick every unit in (Units in Yellow Spawn 2 <gen> owned by Player 12 (Brown)) and do (Unit Group - Add (Picked unit) to AttackerYellow2)
Start movement
  • Right1
    • Events
      • Unit - A unit enters Right Spawn <gen>
    • Conditions
      • (Owner of (Entering unit)) Equal to Player 12 (Brown)
    • Actions
      • Set point1 = (Center of Right Move 1 <gen>)
      • Unit - Order (Entering unit) to Move To point1
      • Custom script: call RemoveLocation(udg_point1)
      • Custom script: set udg_point1 = null
And the same code when a unit gets to the "right move 1" point but to another point.
 
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