wave trigger

DragonBlade

Member
Reaction score
0
I want to know how can I make a trigger to create an army of diferte types of units

like wave 1 - 3 footmans, 2 Rifleman and 1 Priest
wave 2 - 5 footmans, 3 Riffleman and 1 Priest

but something with variable... i don't want to make 1 trigger for 1 wave... that will be like 60 triggers only the waves
 

HeX.16

Isn't Trollin You Right Now
Reaction score
131
Trigger:
  • Attack Forces
    • Events
      • Time - Every 40.00 seconds of game time
    • Conditions
    • Actions
      • -------- Ok the 2 variables are "Region" Variables --------
      • Set Spawn_Pos = War <gen>
      • Set Attack_Point = Attack <gen>
      • -------- Ok the 3 variables are "Unit-Type" Variables --------
      • Set Warrior = Footman
      • Set Rifleman = Rifleman
      • Set Caster_Mage = Priest
      • Unit - Create 3 Warrior for Player 1 (Red) at (Center of Spawn_Pos) facing Default building facing degrees
      • Unit - Create 2 Rifleman for Player 1 (Red) at (Center of Spawn_Pos) facing Default building facing degrees
      • Unit - Create 1 Caster_Mage for Player 1 (Red) at (Center of Spawn_Pos) facing Default building facing degrees
      • Unit Group - Pick every unit in (Units in Spawn_Pos> owned by Player 1 (Red)) and do (Unit - Order (Picked unit) to Attack-Move To (Center of Attack_Point))
 

Nherwyziant

Be better than you were yesterday :D
Reaction score
96
Trigger:
  • Attack Forces
    • Events
      • Time - Every 40.00 seconds of game time
    • Conditions
    • Actions
      • -------- Ok the 2 variables are "Region" Variables --------
      • Set Spawn_Pos = War <gen>
      • Set Attack_Point = Attack <gen>
      • -------- Ok the 3 variables are "Unit-Type" Variables --------
      • Set Warrior = Footman
      • Set Rifleman = Rifleman
      • Set Caster_Mage = Priest
      • Unit - Create 3 Warrior for Player 1 (Red) at (Center of Spawn_Pos) facing Default building facing degrees
      • Unit - Create 2 Rifleman for Player 1 (Red) at (Center of Spawn_Pos) facing Default building facing degrees
      • Unit - Create 1 Caster_Mage for Player 1 (Red) at (Center of Spawn_Pos) facing Default building facing degrees
      • Unit Group - Pick every unit in (Units in Spawn_Pos> owned by Player 1 (Red)) and do (Unit - Order (Picked unit) to Attack-Move To (Center of Attack_Point))

Then it will keep lvl 1 forever
 

Executor

I see you
Reaction score
57
Yes, simply setup for example 6 arrays for 3 different types per spawn.

Code:
InitTrigger
E: Map Init
C: Nothing
A: WaveType1[1] = Footman
   WaveCount1[1] = 3
   WaveType2[1] = Rifleman
   WaveCount2[1] = 2
   WaveType3[1] = Priest
   WaveCount3[1] = 1
   // ----
   WaveType1[2] = Footman
   WaveCount[2] = 5
   ...

SpawnTrigger
E: Your Event To Spawn
C: Nothing
A: Set Index = Index + 1
   Create WaveCount1[Index] Units of type WaveType1[Index]
   Create WaveCount2[Index] Units of type WaveType2[Index]
   Create WaveCount3[Index] Units of type WaveType3[Index]

Freehand.

You could also use a mathematic formular for the "count".
For example: Instead of WaveCount1 do 1 + Index *2 [3,5,7,9....]
Anoter example: Instead of WaveCount1 do 2 + (Index mod 4) [3,4,5, 2,3,4,5, 2,3,4,5, 2,3,4,5...]
 

X.Terror.X

New Member
Reaction score
10
Trigger:
  • Waves
    • Events
      • Time - (Any) expires
    • Conditions
    • Actions
      • -------- Integer Varaible --------
      • Set Wave_Level = (Wave_Level + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Wave_Level Equal to 1
        • Then - Actions
          • -------- This is wave 1 --------
          • -------- Unit Type And How much sprawned --------
          • Set UnitType[1] = Footman
          • Set UnitsSprawned[1] = 3
          • Set UnitType[2] = Rifleman
          • Set UnitsSprawned[2] = 2
          • Set UnitType[3] = Rifleman
          • Set UnitsSprawned[3] = 1
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Wave_Level Equal to 2
        • Then - Actions
          • -------- This is wave 2 (ect.) --------
          • Set UnitType[1] = Knight
          • Set UnitsSprawned[1] = 2
          • Set UnitType[2] = Rifleman
          • Set UnitsSprawned[2] = 4
          • Set UnitType[3] = Mortar Team
          • Set UnitsSprawned[3] = 1
        • Else - Actions
      • -------- The actions --------
    • -------- These actions do not need to be changed they pick the information out the varaibles --------
      • For each (Integer A) from 1 to 10, do (Actions)
        • Loop - Actions
          • Unit - Create UnitsSprawned[(Integer A)] UnitType[(Integer A)] for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees


all you need to change for each level is (see excample down)
this will come x60 (or anything you like) and you got all waves in 1 trigger
if you want more units types use [4] [5] [6] ...

the UnitType and UnitsSprawned are arrays this means you can store diffrent value's in the same Varaible

Trigger:
  • -------- This is wave 1 --------
    • -------- Unit Type And How much sprawned --------
    • Set UnitType[1] = Footman
    • Set UnitsSprawned[1] = 3
    • Set UnitType[2] = Rifleman
    • Set UnitsSprawned[2] = 2
    • Set UnitType[3] = Rifleman
    • Set UnitsSprawned[3] = 1
 

DragonBlade

Member
Reaction score
0
Thank to all i choose X.Terror.X option but do not understand what do this:
Trigger:
  • For each (Integer A) from 1 to 10, do (Actions)
    • Loop - Actions
 
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