• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • 💡 We're thrilled to announce that our upcoming texturing contest is in the works, and we're eager to hear your suggestions! Please take this opportunity to share your ideas in this theme discussion thread for the Texturing Contest #34!
  • 🏆 Hive's 7th HD Modeling Contest: Icecrown Creature is now open! The frozen wastes of Icecrown are home to some of Azeroth’s most terrifying and resilient creatures. For this contest, your challenge is to design and model a HD 3D monster that embodies the cold, undead, and sinister essence of Icecrown! 📅 Submissions close on April 13, 2025. Don't miss this opportunity to let your creativity shine! Enter now and show us your frozen masterpiece! 🔗 Click here to enter!

what is wrong with thees triggers?

Status
Not open for further replies.
Level 3
Joined
Apr 17, 2008
Messages
44
I have a spawning trigger set up that is messing up

  • capture her9
  • Events
  • Dialog - A dialog button is clicked for basecap
  • Conditions
  • (Clicked dialog button) Equal to basecapbuttons[2]
  • Actions
  • Unit - Change ownership of Border Station 0023 <gen> to (Triggering player) and Change color
  • Set siegeengine = 0
  • Set footmen2 = 1
  • Set lancer2 = 0
  • Set rangercyd2 = 0
  • Set archercyd2 = 0
that's just one of the many examples of the instance of this trigger, the map contains a lot more then that that operate in conjuncture and if you need me to post those I will do that also.

But anyways here is the problem, when I capture a base the spawn triggers
  • footmen3
  • Events
  • Unit - A unit owned by (Owner of New Weston 0009 <gen>) Finishes training a unit
  • Conditions
  • Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • (Unit-type of (Trained unit)) Equal to Footmen (3)
  • Then - Actions
  • Set footmen3 = (footmen3 + 1)
  • Unit - Remove (Trained unit) from the game
  • Else - Actions
  • spawn50
  • Events
  • Time - Timer expires
  • Conditions
  • (New Weston 0009 <gen> is Dead) Equal to False
  • Actions
  • Set temppoint = (Center of Rect 015 <gen>)
  • Unit - Create footmen3 Footmen (3) for (Owner of New Weston 0009 <gen>) at temppoint facing Default building facing (270.0) degrees
  • Custom script: call RemoveLocation (udg_temppoint)
stop working (again those are just one example of all that I have but they are all the same.)

anyone know my problem?

Also, as a second note I do have a timer set up it is working just fine, it's a cycling timer that expires every 90 seconds and restarts
 
Last edited:
In your last trigger ("spawn50"), you have the event "Time - Timer expires". In order to have such an event, you need to have an action in another trigger (e.g. in "footmen3"):
Countdown Timer - Start Timer as a one-shot timer that will expire in X seconds
Set Timer = Last created timer

Then, in your spawn trigger, don't forget to add in the end of the trigger: "Custom script: call DestroyTimer (udg_Timer)".
 
Status
Not open for further replies.
Top