- Joined
- Jun 12, 2010
- Messages
- 4
I am building a map, and it is almost finished. I can release it as soon as this error is fixed. For some reason this trigger isn't setting the integer higher. I had a trigger for doing this before but it was highly unstable, and leaky. I built this new one for the newest version. I am hoping to have this released today/tomorrow.
Please tell me what is wrong with this script D:. I think I might be leaving out info. If you need it just say.
-
Spawn
-
Events
-
Conditions
-
(Number of units in Zombies) Equal to 0
-
-
Actions
-
Set Zombie_Spawn[0] = (Center of Spawn TL <gen>)
-
Set Zombie_Spawn[1] = (Center of Spawn BL <gen>)
-
Set Zombie_Spawn[2] = (Center of Spawn BR <gen>)
-
Set Zombie_Spawn[3] = (Center of Spawn TR <gen>)
-
Game - Display to (All players) the text: (Wave + (String(Wave_Display)))
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Zombie_Check Equal to 0
-
-
Then - Actions
-
Set Zombie_Check = 1
-
Unit - Create 10 Zombie for Neutral Hostile at Zombie_Spawn[0] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Unit - Create 10 Zombie for Neutral Hostile at Zombie_Spawn[1] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Unit - Create 10 Zombie for Neutral Hostile at Zombie_Spawn[2] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Unit - Create 10 Zombie for Neutral Hostile at Zombie_Spawn[3] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[0])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[1])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[2])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[3])
-
Trigger - Turn off (This trigger)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Zombie_Check Equal to 1
-
-
Then - Actions
-
Set Zombie_Check = 2
-
Unit - Create 10 Blood Zombie for Neutral Hostile at Zombie_Spawn[0] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Unit - Create 10 Blood Zombie for Neutral Hostile at Zombie_Spawn[1] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Unit - Create 10 Blood Zombie for Neutral Hostile at Zombie_Spawn[2] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Unit - Create 10 Blood Zombie for Neutral Hostile at Zombie_Spawn[3] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[0])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[1])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[2])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[3])
-
Trigger - Turn off (This trigger)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Zombie_Check Equal to 2
-
-
Then - Actions
-
Set Zombie_Check = 3
-
Unit - Create 5 Zombie Beetle for Neutral Hostile at Zombie_Spawn[0] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Unit - Create 5 Zombie Beetle for Neutral Hostile at Zombie_Spawn[1] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Unit - Create 5 Zombie Beetle for Neutral Hostile at Zombie_Spawn[2] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Unit - Create 5 Zombie Beetle for Neutral Hostile at Zombie_Spawn[3] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[0])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[1])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[2])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[3])
-
Trigger - Turn off (This trigger)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Zombie_Check Equal to 3
-
-
Then - Actions
-
Set Zombie_Check = 4
-
Unit - Create 5 Fat Zombie for Neutral Hostile at Zombie_Spawn[0] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Unit - Create 5 Fat Zombie for Neutral Hostile at Zombie_Spawn[1] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Unit - Create 5 Fat Zombie for Neutral Hostile at Zombie_Spawn[2] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Unit - Create 5 Fat Zombie for Neutral Hostile at Zombie_Spawn[3] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[0])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[1])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[2])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[3])
-
Trigger - Turn off (This trigger)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Zombie_Check Equal to 4
-
-
Then - Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Wave_Check Not equal to 10
-
-
Then - Actions
-
Set Zombie_Check = 0
-
Set Wave_Check = (Wave_Check + 1)
-
Set Wave_Check2 = (Wave_Check2 + 1)
-
Set Wave_Display = (Wave_Display + 1)
-
-
Else - Actions
-
-
Unit - Create 1 Zombie Furbulog for Neutral Hostile at Zombie_Spawn[0] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Unit - Create 1 Zombie Giant Spider for Neutral Hostile at Zombie_Spawn[1] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Unit - Create 1 Zombie Giant Spider for Neutral Hostile at Zombie_Spawn[2] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Unit - Create 1 Zombie Lizard Mutation for Neutral Hostile at Zombie_Spawn[3] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[0])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[1])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[2])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[3])
-
Trigger - Turn off (This trigger)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Wave_Check Equal to 10
-
-
Then - Actions
-
Set Zombie_Check = 0
-
Set Wave_Check = 0
-
Set Wave_Display = (Wave_Display + 1)
-
Set Wave_Check2 = (Wave_Check2 + 1)
-
Unit - Create 1 Nuclear Zombie for Neutral Hostile at Zombie_Spawn[0] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Unit - Create 1 Nuclear Zombie for Neutral Hostile at Zombie_Spawn[2] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[0])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[1])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[2])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[3])
-
Trigger - Turn off (This trigger)
-
-
Else - Actions
-
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
-
Wave_Check2 Equal to 100
-
-
Then - Actions
-
Set Zombie_Check = 0
-
Set Wave_Check = 0
-
Set Wave_Check2 = 0
-
Set Wave_Display = (Wave_Display + 1)
-
Unit - Create 1 Nuclear Zombie for Neutral Hostile at Zombie_Spawn[2] facing Default building facing degrees
-
Unit Group - Add (Last created unit) to Zombies
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[0])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[1])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[2])
-
Custom script: call RemoveLocation(udg_Zombie_Spawn[3])
-
Trigger - Turn off (This trigger)
-
-
Else - Actions
-
-
-
-
Spawn Start
-
Events
-
Time - Elapsed game time is 5.00 seconds
-
-
Conditions
-
Actions
-
Trigger - Run Spawn <gen> (ignoring conditions)
-
-
-
Spawn Restart
-
Events
-
Unit - A unit Dies
-
-
Conditions
-
(Owner of (Dying unit)) Equal to Neutral Hostile
-
-
Actions
-
Unit Group - Remove (Dying unit) from Zombies
-
Trigger - Run Spawn <gen> (checking conditions)
-
-
Please tell me what is wrong with this script D:. I think I might be leaving out info. If you need it just say.
Last edited: