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Warcraft III basic trigger gone hay-wire!

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Level 2
Joined
Jun 12, 2010
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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.

  • 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:
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