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[Trigger] Wave Spawning

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Level 7
Joined
Jul 9, 2012
Messages
159
Hey hive members.
I am creating a tower defense where enemy units spawn in levels. But in somehow it only works at level 1.
Here is the triggers I have made:
  • Initial Start
    • Events
      • Time - Elapsed game time is 5.00 seconds
    • Conditions
    • Actions
      • Trigger - Run Wave Creator <gen> (ignoring conditions)
  • Wave Creator
    • Events
      • Unit - A unit owned by Player 11 (Dark Green) Dies
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (EnemyUnitGroup is empty) Equal to True
        • Then - Actions
          • Set EnemyWaveInteger = (EnemyWaveInteger + 1)
          • Countdown Timer - Start WaveCountDownTimer[EnemyWaveInteger] as a One-shot timer that will expire in 60.00 seconds
          • Set WaveCountDownTimer[EnemyWaveInteger] = (Last started timer)
          • Countdown Timer - Create a timer window for WaveCountDownTimer[EnemyWaveInteger] with title Next Wave:
          • Set CountDownTimerWindow = (Last created timer window)
          • Countdown Timer - Show CountDownTimerWindow
        • Else - Actions
          • Do nothing
  • First Wave
    • Events
      • Time - WaveCountDownTimer[1] expires
    • Conditions
    • Actions
      • Set WavesAttackingPoint = (Position of The Holy Shrine 0004 <gen>)
      • Countdown Timer - Destroy CountDownTimerWindow
      • Set TopWing1Location = (Center of TopWing 1 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at TopWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at TopWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Handler for Player 11 (Dark Green) at TopWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set RightWing1Location = (Center of RightWing 1 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at RightWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set RightWing2Location = (Center of RightWing 2 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at RightWing2Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set RightWing3Location = (Center of RightWing 3 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at RightWing3Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set RightWing4Location = (Center of RightWing 4 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at RightWing4Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set BottomWing1Location = (Center of BottomWing 1 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set BottomWing2Location = (Center of BottumWing 2 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing2Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set BottomWing3Location = (Center of BottomWing 3 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing3Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set BottomWing4Location = (Center of BottomWing 4 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing4Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set BottomWing5Location = (Center of BottomWing 5 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing5Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set BottomWing6Location = (Center of BottomWing 6 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing6Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set LeftWing1Location = (Center of LeftWing 1 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at LeftWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at LeftWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at LeftWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at LeftWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit Group - Pick every unit in EnemyUnitGroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To WavesAttackingPoint
      • Custom script: call RemoveLocation(udg_TopWing1Location)
      • Custom script: call RemoveLocation(udg_RightWing1Location)
      • Custom script: call RemoveLocation(udg_RightWing2Location)
      • Custom script: call RemoveLocation(udg_RightWing3Location)
      • Custom script: call RemoveLocation(udg_RightWing4Location)
      • Custom script: call RemoveLocation(udg_BottomWing1Location)
      • Custom script: call RemoveLocation(udg_BottomWing2Location)
      • Custom script: call RemoveLocation(udg_BottomWing3Location)
      • Custom script: call RemoveLocation(udg_BottomWing4Location)
      • Custom script: call RemoveLocation(udg_BottomWing5Location)
      • Custom script: call RemoveLocation(udg_BottomWing6Location)
      • Custom script: call RemoveLocation(udg_LeftWing1Location)
      • Custom script: call RemoveLocation(udg_WavesAttackingPoint)
Wave 2 is almost just a copy of the first wave, but you get it anyway :)

  • Second Wave
    • Events
      • Time - WaveCountDownTimer[2] expires
    • Conditions
    • Actions
      • Set WavesAttackingPoint = (Position of The Holy Shrine 0004 <gen>)
      • Countdown Timer - Destroy CountDownTimerWindow
      • Set TopWing1Location = (Center of TopWing 1 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at TopWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at TopWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at TopWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at TopWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Handler for Player 11 (Dark Green) at TopWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at TopWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set RightWing1Location = (Center of RightWing 1 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at RightWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at RightWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set RightWing2Location = (Center of RightWing 2 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at RightWing2Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at RightWing2Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set RightWing3Location = (Center of RightWing 3 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at RightWing3Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at RightWing3Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set RightWing4Location = (Center of RightWing 4 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at RightWing4Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at RightWing4Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set BottomWing1Location = (Center of BottomWing 1 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set BottomWing2Location = (Center of BottumWing 2 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing2Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing2Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set BottomWing3Location = (Center of BottomWing 3 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing3Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing3Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set BottomWing4Location = (Center of BottomWing 4 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing4Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing4Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set BottomWing5Location = (Center of BottomWing 5 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing5Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing5Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set BottomWing6Location = (Center of BottomWing 6 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing6Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at BottomWing6Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Set LeftWing1Location = (Center of LeftWing 1 <gen>)
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at LeftWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at LeftWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at LeftWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at LeftWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at LeftWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at LeftWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at LeftWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit - Create 1 Fel Hound for Player 11 (Dark Green) at LeftWing1Location facing Default building facing degrees
      • Unit Group - Add (Last created unit) to EnemyUnitGroup
      • Unit Group - Pick every unit in EnemyUnitGroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To WavesAttackingPoint
      • Custom script: call RemoveLocation(udg_TopWing1Location)
      • Custom script: call RemoveLocation(udg_RightWing1Location)
      • Custom script: call RemoveLocation(udg_RightWing2Location)
      • Custom script: call RemoveLocation(udg_RightWing3Location)
      • Custom script: call RemoveLocation(udg_RightWing4Location)
      • Custom script: call RemoveLocation(udg_BottomWing1Location)
      • Custom script: call RemoveLocation(udg_BottomWing2Location)
      • Custom script: call RemoveLocation(udg_BottomWing3Location)
      • Custom script: call RemoveLocation(udg_BottomWing4Location)
      • Custom script: call RemoveLocation(udg_BottomWing5Location)
      • Custom script: call RemoveLocation(udg_BottomWing6Location)
      • Custom script: call RemoveLocation(udg_LeftWing1Location)
      • Custom script: call RemoveLocation(udg_WavesAttackingPoint)
Btw, i'm still pretty new with "advanced" triggers. Can you help me maybe? :)
 
Last edited:
Well this is just very messy. Instead of creating one unit at a time, and then adding it to the group, just make it: spawn 3 units at a time. And then another trigger for something like this:
  • Add to Group
    • Events
      • Unit - A unit enters (Playable map area)
    • Conditions
      • (Owner of (Triggering unit)) Equal to Player 11 (Dark Green)
    • Actions
      • Unit Group - Add (Triggering unit) to Group
That will make your trigger much more comfortable for the eye. Also you could just set a couple of variables at game start for each region. And then reuse those variables in the spawn trigger. Something like this:
  • Set Variables
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Set EastSpawn = (Center of (EastRegion))
      • Set WestSpawn = (Center of (WestRegion))
      • Set NorthSpawn = (Center of (NorthRegion))
      • Set SouthSpawn = (Center of (SouthRegion))
      • Set WavesAttackingPoint = (Position of (Holy Shrine))
As to the trigger malfunctioning, Im not sure. But atleast these things will help make it easier on the eye. And generally more fluid.
 
I don't really think a unit, which dies is automatically removed from your EnemyUnitGorup. You'll have to do yourself. Then it should work fine, i guess - but please do what Battlehound suggested anyway and maybe use only one timer.

Edit: Well forget what i said about the removing from unit group; just overlooked your post ._____.
Anyway, if you could attach the map to a post, it might be easier for us to fix it.
 
Last edited:
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