okay, i have this trigger:
Move Zerg
Events
Unit - A unit enters Command Reigon <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
Actions
Game - Display to (All players) the text: tick
Set Point = (Center of King Zone...
Counting every building on each tick is a waste of computer resources(IMO) i would just use a variable to hold how much each player gets, or even an array so you have only 1 variable for all players.
umm try something like when construction is completed on building1 add +1 to a variable named Income, then whatever you have as your income trigger, just make it add <Income> gold to player <whatever>
Adding life to a unit cannot increase the max life on a unit im pretty sure i read that somewhere here earlier today, you mey need to have it cast an effect or ability on you, like avatar(Avatar also leaves room for other effects), but permanent and no art.
What im saying is you have a condition where both have to be true to move on, and then in the conditions you have two things that can never both be true. for example, if there is a pig then it cannot be a sheep therefore it returns (True/False) and makes the whole condition False because BOTH...
nah i think ill just have a collision of like 5, spawn 3 per zone per 3 seconds, have 3 zones, and call it a day lol(i put 45 spawn per 3 seconds with no collision and it still happened)
well at collision size zero they dont dummy anymore, but it makes it super freaking unfair since u can have about 80 lings hitting you at once, and they move in a perfect single file linefrom their spawn to the end. so to fix this and restore some collision size i may add different spawns, 2...
yeah i had done a test with the spawnrate at .5 seconds spawning 2 units, and the effect actually happened faster. it has something to do with the ammount of enemies in the map im assuming pathing related, im going to set their colision to zero so they pass through eachother and see what that does.
could it be possible that im giving too many attack commands at once? what if i tell each zergling only once to attack.. wait no that didnt work because they started off with only one attack call each... crap
*sigh* i dont think that i can do this, if i cant get this solved soon im going to...
okay i came up with this
New Move Zerg Copy
Events
Time - Every 0.50 seconds of game time
Conditions
Actions
Unit Group - Pick every unit in (Units in Zergling Bash <gen> owned by Player 5 (Yellow)) and do (Actions)
Loop - Actions
If (All...
any idea why they would ever be getting a stop order?
i may be asking a bit much here but can you post a pseudo trigger, i have no idea how to pick units in a group.. :(
this is my first warcraft 3 map
i order them in the Zerg move trigger sorry i forgot to post that one
Move Zerg
Events
Unit - A unit enters Command Reigon <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 5 (Yellow)
Actions
Set Point = (Center of King Zone <gen>)
Unit -...
Okay, i think i did it wrong... i have this as the new spawn trigger and this is the only thing i have touched
Spawn Zerglings
Events
Time - Every 3.00 seconds of game time
Conditions
Actions
For each (Integer A) from 1 to numLings, do (Actions)
Loop -...
Start Zerglings
Events
Time - Elapsed game time is 15.00 seconds
Conditions
Actions
Set Point = (Center of Zerg Spawn <gen>)
Unit - Create 3 Zergling for Player 5 (Yellow) at Point facing Default building facing degrees
Custom script: call...
Crap it kinda works, for testing a large number i have numLings set to 12 but it only sends one per wave to attack me, and then it stops sending them completely. (kinda brainstorming on paper here) if i use an on enter reigon trigger to add them to a group, Then order the group, do you think...