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Warcraft III basic trigger gone hay-wire!

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Tenshi no aisudora

T

Tenshi no aisudora

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 by a moderator:
If I move that to the bottom it will not run because the trigger shuts off before it gets to the bottom if it runs any of the zombie spawns. If the turn off is removed then it gets rid of the problem of the zombies staying at one level... but every kind of zombie is spawned at once.
 
Okay nevermind it is solved. Thanks for you help Crab!
 
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