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Unit Upgrades via triggers

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Feb 18, 2017
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Huhu,

i am currently working on a AoA type of map and i want my lane creeps to get stronger and stronger as the game goes on.

I read alot that, the easiest way to do it, is with triggers.

Now, tried alot to make it, but i failed. For some reason i dont find or take the right triggers.

So i am asking for someone to help me, to explain me waht excactly i have to do.

Thanks to everyone responding!
 
There are different Options:


Option 1

Overall: Use Tech-upgrade with many LVLs for the Wave owners.
Create a Tech-Upgrade in Object Editor, with many Levels.
Inser it into the Wave-Units used Tech-Upgrades.
Increase this Tech-Upgrade for the Wave owners every time your want.
In your case every x seconds.

Pros: Easy.
Boosts all Units on the Map automatically.​

Cons: Allows only 100 Lvls with one Tech if you want more you need multiple Techs.
Allows only Linear Power ups.
Can not be undone.

  • Wave Tech Powerup
    • Ereignisse
      • Time - Every 120.00 seconds of game time
    • Bedingungen
    • Aktionen
      • Player - Set the current research level of Wave Bonus to ((Current research level of Wave Bonus for Player 1 (Red)) + 1) for Player 1 (Red)
      • Player - Set the current research level of Wave Bonus to ((Current research level of Wave Bonus for Player 2 (Blue)) + 1) for Player 2 (Blue)


Option 2

Create stronger copies of your Wave Unit-Types and switch the Units spawning after time goes on.

Here saving the current spawning Unit-Type, or its index in a Wave Unit-Types List, is a good solution to avoid alot of if/elses in the spawn trigger.

Pros: Quite Easy to make.

Cons: Needs many unit-Types if you want to do fast little bonuses.


  • Wave Init
    • Ereignisse
      • Map initialization
    • Bedingungen
    • Aktionen
      • Set Wave_LVL = 0
      • Set Wave_LVL_Max = 1
      • Set Wave_List_Unit_Type_Melee[0] = Fighter (LVL 1)
      • Set Wave_List_Unit_Type_Melee[1] = Fighter (LVL 2)
      • Set Wave_List_Unit_Type_Ranged[0] = Ranged (LVL 1)
      • Set Wave_List_Unit_Type_Ranged[1] = Ranged (LVL 2)
      • Set Wave_Current_Unit_Type_Melee = Wave_List_Unit_Type_Melee[Wave_LVL]
      • Set Wave_Current_Unit_Type_Ranged = Wave_List_Unit_Type_Ranged[Wave_LVL]
  • Wave Spawn
    • Ereignisse
      • Time - Every 20.00 seconds of game time
    • Bedingungen
    • Aktionen
      • Unit - Create 1 Wave_Current_Unit_Type_Melee for Spieler 1 (Rot) at Player_Red_Spawn facing Vorgabe 270 degrees
      • Unit - Create 1 Wave_Current_Unit_Type_Ranged for Spieler 1 (Rot) at Player_Red_Spawn facing Vorgabe 270 degrees
  • Wave Powerup
    • Events
      • Time - Every 60.00 seconds of game time
    • Conditions
      • Wave_LVL_Max Greater as Wave_LVL
    • Actions
      • Set Wave_LVL = (Wave_LVL + 1)
      • Set Wave_Current_Unit_Type_Melee = Wave_List_Unit_Type_Melee[Wave_LVL]
      • Set Wave_Current_Unit_Type_Ranged = Wave_List_Unit_Type_Ranged[Wave_LVL]


Option 3

Create Hitpoint Bonus & Damage bonus skills on a base of (2^x) -> 1 , 2, 4 , 8 ,16 ,32 ..
Save the current Wave-bonus for each Team
On Map-Entering of Wave-Unit loop this Skills and add the needed to the Wave units.

Pros: Dynamic
Full controll over the Powerup bonus (Linear/expo etc) for each single Unit
Cons: The Bonus needs to be calculated on Every Wave unit entering.
The Base Damage/attackspeed gets not boosted the Units gain it as Bonus (Green Numbers).
Could be hard to understand first.​
[Trigger] - Non-Linear Health per level trigger.
 
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