Creep Spawn Help. Start timer after all creeps die.

networkmncer

New Member
Reaction score
0
Well this is the method I used for spawn. All I want is that the spawn timer will start after all creeps died because this spawn will start immediately when it reaches zero.

the tutorial i followed.

http://www.hiveworkshop.com/forums/...orials-279/multiple-creep-spawn-system-32436/
Trigger:
  • Start
    • Events
      • Time - Elapsed game time is 1.00 seconds
    • Conditions
    • Actions
      • Trigger - Run Timer <gen> (ignoring conditions)


Trigger:
  • Timer
    • Events
    • Conditions
    • Actions
      • Game - Display to (All players) the text: Be prepared they ar...
      • Countdown Timer - Start RoundWindow as a Repeating timer that will expire in 60.00 seconds
      • Set RoundWindow = (Last started timer)
      • Countdown Timer - Create a timer window for (Last started timer) with title |c00990000Enemy Wav...


Trigger:
  • Spawn
    • Events
    • Time - RoundWindow expires
    • Conditions
    • Actions
    • Set Lvl_num = (Lvl_num + 1)
    • For each (Integer A) from 1 to unit_amount[Lvl_num], do (Actions)
    • Loop - Actions
    • Set incrementx = 1
    • Set incrementy = 1
    • For each (Integer B) from 1 to 4, do (Actions)
    • Loop - Actions
    • Unit - Create 1 unit_type[Lvl_num] for Player 12 (Brown) at loc[incrementy] facing Default building facing degrees
    • Unit - Order (Last created unit) to Attack-Move To center of map
    • Unit - Create 1 unit_type[Lvl_num] for Player 12 (Brown) at loc[(incrementy + 1)] facing Default building facing degrees
    • Unit - Order (Last created unit) to Attack-Move To center of map Set incrementx = (incrementx + 1)
    • Set incrementy = (incrementy + 2)
    • Wait 0.75 seconds
    • For each (Integer A) from 1 to unit_amount_var_three[Lvl_num], do (Actions)
    • Loop - Actions
    • Set incrementx = 1
    • Set incrementy = 1
    • For each (Integer B) from 1 to 4, do (Actions)
    • Loop - Actions
    • Unit - Create 1 unit_type_var_three[Lvl_num] for Player 12 (Brown) at loc[incrementy] facing Default building facing degrees
    • Unit - Order (Last created unit) to Attack-Move To center of map
    • Unit - Create 1 unit_type_var_three[Lvl_num] for Player 12 (Brown) at loc[(incrementy + 1)] facing Default building facing degrees
    • Unit - Order (Last created unit) to Attack-Move To center of map
    • Set incrementx = (incrementx + 1)
    • Set incrementy = (incrementy + 2)
    • Wait 0.75 seconds
    • For each (Integer A) from 1 to unit_amount_var_two[Lvl_num], do (Actions)
    • Loop - Actions
    • Set incrementx = 1
    • Set incrementy = 1
    • For each (Integer B) from 1 to 4, do (Actions)
    • Loop - Actions
    • Unit - Create 1 unit_type_var_two[Lvl_num] for Player 12 (Brown) at loc[incrementy] facing Default building facing degrees
    • Unit - Order (Last created unit) to Attack-Move To center of map
    • Unit - Create 1 unit_type_var_two[Lvl_num] for Player 12 (Brown) at loc[(incrementy + 1)] facing Default building facing degrees
    • Unit - Order (Last created unit) to Attack-Move To center of map
    • Set incrementx = (incrementx + 1)
    • Set incrementy = (incrementy + 2)
    • Wait 0.75 seconds
 

xkid4ditya

New Member
Reaction score
13
The timer start immediately after it reach 0? well, dont use repeating timer. Use it in one shot timer window and destroy it if you wanna remove the timer or pause the timer if you wanna stop it without remove the timer.
[EDIT]
you can use "Wait until ((Number of living unit_type[Lvl_num] units owned by Player 12 (Brown)) Equal to 0), checking every 1.00 seconds" and then start or creat new timer window.
it'll prevent a new spawn while all unit (Player 12) still live.
i belive you get it ^^

my apologize for attitude of my english.
 

NeuroToxin

New Member
Reaction score
46
False, do this, like they do in many good tower defense maps,
Trigger:
  • Events
    • Player 12 (Brown)'s food used becomes equal to 0
    • Conditions
    • Actions
    • BLABLABLA
 
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