Creep Spawn

  • Thread starter Thread starter Betray
  • Start date Start date
B

Betray

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This is the trigger I have:

Event: Periodic 30 Second
Condition:
Action:
Set TempPoint = Center of < Creep 1 Spawn >
If Building (Player Number of Player 1) = 1 and
Level1 (Player Number of Player 1) = 1 then do
Unit - Create 10 Ghouls at TempPoint for Player 11
else do Nothing

Then I have a custom script Removing the TempPoint, for memory leak prevention.

What I want to know is, I want to make this happen as a universal trigger for 9 different player lanes instead of creating 9 different triggers to do the same thing.

The Building = 1 check is checking to make sure that Player 1 is playing and has not destroyed this build yet.

The Level1 = 1 check is checking to see if a timer has expired, which would instead start a different similar trigger for Level2 creeps.

Anyways I hope this is coherent enough to get answers, please feel free to IM me on AOL IM: Coldbrain569

WC3- Betray
 
I dunno why your destroying temp point. if your re-using a variable, then theres no extras in memory........

But you don't need temp point anyway.

And what =1? is that a timer? If your using a timer, why use a periodic event? Is the timer individual for EACH player? Somethings missing from your post.

Say you have 9 spawn regions.

Code:
set Spawn[1] = SpawnRegion1
set Spawn[2] = SpawnRegion2
set Spawn[3] = SpawnRegion3

Player Group - Pick every player in (All players matching ((((Matching player) controller) Equal to User) and 
(((Matching player) slot status) Equal to Is playing))) and do (Actions)
    Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Building (player number of (picked player)) =1
                Level (player number of (picked player)) =1
            Then - Actions
                Unit - Create 10 Goul for Player 11 (DkGreen) at (Center of (Spawn[player number of(picked player]))
                facing Default building facing degrees
            Else - Actions
                Do nothing
 
I'm pretty sure you answered my question in your code example but as to your questions.. seems so simple and logically after I read it and don't know why I didn't think about it since I had already set the regions to a variable.. ie spawn[1], spawn[2] etc..

I was reading on a different forum about memory leakage from spawning to regions and to prevent this you can create a temppoint variable and just destroy it after it's finished and reuse the variable wherever you want..

The =1 comes from a different trigger that starts 1 second from map beginning. When the timer expires I set variable(array) = 1.
 
buildings

So far I have 9 individual lanes for each player.
Each lane has 3 enemy buildings.
Game starts and level 1 creeps spawn and attack from 1st building.
After 7 minute timer expires level 1 and level 2 creeps spawn from 1st building.
If you destroy the building it shuts off both and spawns level 3 creeps from 2nd building, even if you destroy the building before level 2 starts. So more expiring timers start as buildings get destroyed.
It seemed easy to do integer comparisons so that how I worked that in..

It is a hero siege that you are basically on your own until you get to the end of your lane, then you take on a boss and then there is a waygate. People will get there at different speeds so it is possible to still be on your own but after you get to the waygate you work with whoever else has survived long enough to get to the waygate.

It's gonna be huge, I can tell already. heh
 
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