- 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.
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Spawn
- Events
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Conditions
- (Number of units in Zombies) Equal to 0
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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)))
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Zombie_Check Equal to 0
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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
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Zombie_Check Equal to 1
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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
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Zombie_Check Equal to 2
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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
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Zombie_Check Equal to 3
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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
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Zombie_Check Equal to 4
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Then - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Wave_Check Not equal to 10
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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
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If - Conditions
- 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)
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
- Else - Actions
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Wave_Check Equal to 10
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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
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If - Conditions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
- Wave_Check2 Equal to 100
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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
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If - Conditions
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Spawn Start
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Events
- Time - Elapsed game time is 5.00 seconds
- Conditions
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Actions
- Trigger - Run Spawn <gen> (ignoring conditions)
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Events
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Spawn Restart
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Events
- Unit - A unit Dies
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Conditions
- (Owner of (Dying unit)) Equal to Neutral Hostile
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Actions
- Unit Group - Remove (Dying unit) from Zombies
- Trigger - Run Spawn <gen> (checking conditions)
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Events
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: