Creep Wave Triggers dont turn off

Slayerxx

You can change this now in User CP.
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Ok so here is my problem the waves for the Creeps SOME TIME do not turn off and this cause's problems, they are ment to turn off during the day (i have triggers to control this) but sometimes they just stay on?? This is the map here:

View attachment Last Stand.w3x

Thankyou
 

GFreak45

I didnt slap you, i high 5'd your face.
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130
can you post the triggers for those who dont want to download a map or arent in a position to at the moment?
 

Slayerxx

You can change this now in User CP.
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3
OK here are the Triggers:

Once the Below timer expires this starts Waves and creates countdown till the wave stops
Trigger:
  • Dalylight Left
    • Events
      • Time - DayLIght[1] expires
    • Conditions
    • Actions
      • Countdown Timer - Destroy (Last created timer window)
      • Game - Set the time of day to 18.00
      • Game - Set time of day speed to 100.00% of the default speed
      • Set Day = (Day + 1)
      • Leaderboard - Change the title of LeaderBoard to ((Night + (String(Day))) + ( Wave + (String(WaveCount))))
      • Sound - Play ArrangedTeamInvitation <gen>
      • Countdown Timer - Start DayLIght[2] as a One-shot timer that will expire in 120.00 seconds
      • Countdown Timer - Create a timer window for DayLIght[2] with title Morning In
      • -------- Solar Towers --------
      • Set Tempgroup = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Solar Towers (On)))
      • Unit Group - Pick every unit in Tempgroup and do (Unit - Replace (Picked unit) with a Solar Tower (Off) using The old unit's relative life and mana)
      • Custom script: call DestroyGroup (udg_Tempgroup)
      • -------- Solar Towers --------
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • First_Time Equal to True
        • Then - Actions
          • Trigger - Turn on Level 1 <gen>
          • Trigger - Run Level 1 <gen> (checking conditions)
          • Set First_Time = False
        • Else - Actions
          • Trigger - Turn on WaveTrigger
          • Trigger - Run WaveTrigger (checking conditions)


Once The above timer expires this turns of the waves and creates a "wave cooldown" timer
Trigger:
  • Time till Morning
    • Events
      • Time - DayLIght[2] expires
    • Conditions
    • Actions
      • Trigger - Turn off WaveTrigger
      • -------- Kill North Creeps --------
      • Set Tempgroup = (Units in Spawn North <gen> owned by Neutral Hostile)
      • Unit Group - Pick every unit in Tempgroup and do (Unit - Kill (Picked unit))
      • Custom script: call DestroyGroup (udg_Tempgroup)
      • -------- Kill East Creeps --------
      • Set Tempgroup = (Units in Spawn East <gen> owned by Neutral Hostile)
      • Unit Group - Pick every unit in Tempgroup and do (Unit - Kill (Picked unit))
      • Custom script: call DestroyGroup (udg_Tempgroup)
      • -------- Kill South Creeps --------
      • Set Tempgroup = (Units in Spawn South <gen> owned by Neutral Hostile)
      • Unit Group - Pick every unit in Tempgroup and do (Unit - Kill (Picked unit))
      • Custom script: call DestroyGroup (udg_Tempgroup)
      • -------- Kill West Creeps --------
      • Set Tempgroup = (Units in Spawn West <gen> owned by Neutral Hostile)
      • Unit Group - Pick every unit in Tempgroup and do (Unit - Kill (Picked unit))
      • Custom script: call DestroyGroup (udg_Tempgroup)
      • Countdown Timer - Destroy (Last created timer window)
      • Game - Set the time of day to 6.00
      • Game - Set time of day speed to 200.00% of the default speed
      • Countdown Timer - Start DayLIght[1] as a One-shot timer that will expire in 60.00 seconds
      • Countdown Timer - Create a timer window for DayLIght[1] with title Daylight Left
      • -------- Solar Towers --------
      • Set Tempgroup = (Units in (Playable map area) matching ((Unit-type of (Matching unit)) Equal to Solar Tower (Off)))
      • Unit Group - Pick every unit in Tempgroup and do (Unit - Replace (Picked unit) with a Solar Towers (On) using The old unit's relative life and mana)
      • Custom script: call DestroyGroup (udg_Tempgroup)


Level 1 Waves
Trigger:
  • Level 1
    • Events
      • Player - Neutral Hostile's Food used becomes Equal to 0.00
    • Conditions
    • Actions
      • Set WaveTrigger = (This trigger)
      • Set WaveCount = (WaveCount + 1)
      • Leaderboard - Change the title of LeaderBoard to ((Night + (String(Day))) + ( Wave + (String(WaveCount))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • WaveCount Greater than or equal to 5
              • WaveCount Less than or equal to 10
        • Then - Actions
          • Trigger - Turn on Level 2 <gen>
          • Trigger - Turn off (This trigger)
        • Else - Actions
      • -------- Spawn North --------
      • Unit - Create 10 Zombie (Level 1) for Neutral Hostile at (Center of Spawn North <gen>) facing Default building facing degrees
      • Set Tempgroup = (Units in Spawn North <gen>)
      • Set TempPoint = (Position of Fountain of Life 0012 <gen>)
      • Unit Group - Pick every unit in Tempgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To TempPoint
          • Wait 0.50 seconds
          • Custom script: call DestroyGroup (udg_Tempgroup)
          • Custom script: call RemoveLocation (udg_TempPoint)
      • -------- Spawn East --------
      • Unit - Create 10 Zombie (Level 1) for Neutral Hostile at (Center of Spawn East <gen>) facing Default building facing degrees
      • Set Tempgroup = (Units in Spawn East <gen>)
      • Set TempPoint = (Position of Fountain of Life 0012 <gen>)
      • Unit Group - Pick every unit in Tempgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To TempPoint
          • Wait 0.50 seconds
          • Custom script: call DestroyGroup (udg_Tempgroup)
          • Custom script: call RemoveLocation (udg_TempPoint)
      • -------- Spawn South --------
      • Unit - Create 10 Zombie (Level 1) for Neutral Hostile at (Center of Spawn South <gen>) facing Default building facing degrees
      • Set Tempgroup = (Units in Spawn South <gen>)
      • Set TempPoint = (Position of Fountain of Life 0012 <gen>)
      • Unit Group - Pick every unit in Tempgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To TempPoint
          • Wait 0.50 seconds
          • Custom script: call DestroyGroup (udg_Tempgroup)
          • Custom script: call RemoveLocation (udg_TempPoint)
      • -------- Spawn West --------
      • Unit - Create 10 Zombie (Level 1) for Neutral Hostile at (Center of Spawn West <gen>) facing Default building facing degrees
      • Set Tempgroup = (Units in Spawn West <gen>)
      • Set TempPoint = (Position of Fountain of Life 0012 <gen>)
      • Unit Group - Pick every unit in Tempgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To TempPoint
          • Wait 0.50 seconds
          • Custom script: call DestroyGroup (udg_Tempgroup)
          • Custom script: call RemoveLocation (udg_TempPoint)


Level 2 Waves
Trigger:
  • Level 2
    • Events
      • Player - Neutral Hostile's Food used becomes Equal to 0.00
    • Conditions
    • Actions
      • Set WaveTrigger = (This trigger)
      • Set WaveCount = (WaveCount + 1)
      • Leaderboard - Change the title of LeaderBoard to ((Night + (String(Day))) + ( Wave + (String(WaveCount))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • WaveCount Greater than or equal to 10
              • WaveCount Less than or equal to 15
        • Then - Actions
          • Trigger - Turn on Level 3 <gen>
          • Trigger - Turn off (This trigger)
        • Else - Actions
      • -------- Spawn North --------
      • Unit - Create 20 Zombie (Level 2) for Neutral Hostile at (Center of Spawn North <gen>) facing Default building facing degrees
      • Set Tempgroup = (Units in Spawn North <gen>)
      • Set TempPoint = (Position of Fountain of Life 0012 <gen>)
      • Unit Group - Pick every unit in Tempgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To TempPoint
          • Wait 0.50 seconds
          • Custom script: call DestroyGroup (udg_Tempgroup)
          • Custom script: call RemoveLocation (udg_TempPoint)
      • -------- Spawn East --------
      • Unit - Create 20 Zombie (Level 2) for Neutral Hostile at (Center of Spawn East <gen>) facing Default building facing degrees
      • Set Tempgroup = (Units in Spawn East <gen>)
      • Set TempPoint = (Position of Fountain of Life 0012 <gen>)
      • Unit Group - Pick every unit in Tempgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To TempPoint
          • Wait 0.50 seconds
          • Custom script: call DestroyGroup (udg_Tempgroup)
          • Custom script: call RemoveLocation (udg_TempPoint)
      • -------- Spawn South --------
      • Unit - Create 20 Zombie (Level 2) for Neutral Hostile at (Center of Spawn South <gen>) facing Default building facing degrees
      • Set Tempgroup = (Units in Spawn South <gen>)
      • Set TempPoint = (Position of Fountain of Life 0012 <gen>)
      • Unit Group - Pick every unit in Tempgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To TempPoint
          • Wait 0.50 seconds
          • Custom script: call DestroyGroup (udg_Tempgroup)
          • Custom script: call RemoveLocation (udg_TempPoint)
      • -------- Spawn West --------
      • Unit - Create 20 Zombie (Level 2) for Neutral Hostile at (Center of Spawn West <gen>) facing Default building facing degrees
      • Set Tempgroup = (Units in Spawn West <gen>)
      • Set TempPoint = (Position of Fountain of Life 0012 <gen>)
      • Unit Group - Pick every unit in Tempgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To TempPoint
          • Wait 0.50 seconds
          • Custom script: call DestroyGroup (udg_Tempgroup)
          • Custom script: call RemoveLocation (udg_TempPoint)


Level 3 Waves
Trigger:
  • Level 3
    • Events
      • Player - Neutral Hostile's Food used becomes Equal to 0.00
    • Conditions
    • Actions
      • Set WaveTrigger = (This trigger)
      • Set WaveCount = (WaveCount + 1)
      • Leaderboard - Change the title of LeaderBoard to ((Night + (String(Day))) + ( Wave + (String(WaveCount))))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • And - All (Conditions) are true
            • Conditions
              • WaveCount Greater than or equal to 15
              • WaveCount Less than or equal to 20
        • Then - Actions
          • Trigger - Turn on Level 4 <gen>
          • Trigger - Turn off (This trigger)
        • Else - Actions
      • -------- Spawn North --------
      • Unit - Create 30 Zombie (Level 3) for Neutral Hostile at (Center of Spawn North <gen>) facing Default building facing degrees
      • Set Tempgroup = (Units in Spawn North <gen>)
      • Set TempPoint = (Position of Fountain of Life 0012 <gen>)
      • Unit Group - Pick every unit in Tempgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To TempPoint
          • Wait 0.50 seconds
          • Custom script: call DestroyGroup (udg_Tempgroup)
          • Custom script: call RemoveLocation (udg_TempPoint)
      • -------- Spawn East --------
      • Unit - Create 30 Zombie (Level 3) for Neutral Hostile at (Center of Spawn East <gen>) facing Default building facing degrees
      • Set Tempgroup = (Units in Spawn East <gen>)
      • Set TempPoint = (Position of Fountain of Life 0012 <gen>)
      • Unit Group - Pick every unit in Tempgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To TempPoint
          • Wait 0.50 seconds
          • Custom script: call DestroyGroup (udg_Tempgroup)
          • Custom script: call RemoveLocation (udg_TempPoint)
      • -------- Spawn South --------
      • Unit - Create 30 Zombie (Level 3) for Neutral Hostile at (Center of Spawn South <gen>) facing Default building facing degrees
      • Set Tempgroup = (Units in Spawn South <gen>)
      • Set TempPoint = (Position of Fountain of Life 0012 <gen>)
      • Unit Group - Pick every unit in Tempgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To TempPoint
          • Wait 0.50 seconds
          • Custom script: call DestroyGroup (udg_Tempgroup)
          • Custom script: call RemoveLocation (udg_TempPoint)
      • -------- Spawn West --------
      • Unit - Create 30 Zombie (Level 3) for Neutral Hostile at (Center of Spawn West <gen>) facing Default building facing degrees
      • Set Tempgroup = (Units in Spawn West <gen>)
      • Set TempPoint = (Position of Fountain of Life 0012 <gen>)
      • Unit Group - Pick every unit in Tempgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To TempPoint
          • Wait 0.50 seconds
          • Custom script: call DestroyGroup (udg_Tempgroup)
          • Custom script: call RemoveLocation (udg_TempPoint)



And so one, each wave trigger sets that trigger as the active wave trigger, then the top 2 triggers turn this trigger on and off, i believe that the problem is somewhere there but can not find it?
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
heres the problem:
Trigger:
  • Unit Group - Pick ever unit in Tempgroup and do (Actions)
    • Loop - Actions
      • Do some actions
      • Custom Script: call DestroyGroup(udg_Tempgroup)


should be:

Trigger:
  • Actions
    • Unit Group - Pick every unit in Tempgroup and do (Actions)
      • Loop - Actions
        • Do Some Actions
    • Custom Script: call DestroyGroup(udg_Tempgroup)


it cant be in the loop or it destroys it when it does the actions for the first unit, then theres no group and it does nothing
same with the location

EDIT: can you put your triggers in [noparse][/noparse] tags when they are that long, took me a half an hour to scroll through it all :p
 

Slayerxx

You can change this now in User CP.
Reaction score
3
So this would prevent the wave triggers turning off? i will see thankyou
 

Slayerxx

You can change this now in User CP.
Reaction score
3
Ill be damed it work, i dont know how but it worked thankyou so much XD
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
well basically it wasnt making all the units run out, so they werent being killed, so the food was never hitting 0
 

GFreak45

I didnt slap you, i high 5'd your face.
Reaction score
130
check my edit ^ up there, just wanted to make sure you saw it
 

TheLegend

New Member
Reaction score
10
my god aint this easier...
Set up rects
Trigger:
  • Regions
    • Events
    • Conditions
    • Actions
      • -------- Player 1 --------
      • Set Regions[100] = Rect 009 <gen>
      • Set Regions[101] = Rect 010 <gen>
      • Set Regions[102] = Rect 011 <gen>
      • Set Regions[103] = Rect 012 <gen>
      • Set Regions[104] = Rect 013 <gen>
      • Set Regions[105] = Rect 014 <gen>
      • Set Regions[106] = Rect 015 <gen>
      • Set Regions[107] = Rect 016 <gen>
      • Set Regions[108] = Rect 017 <gen>
      • Set Regions[109] = Rect 018 <gen>
      • Set Regions[110] = Player 1 <gen>
      • -------- Player 2 --------
      • Set Regions[200] = Rect 019 <gen>
      • Set Regions[201] = Rect 020 <gen>
      • Set Regions[202] = Rect 021 <gen>
      • Set Regions[203] = Rect 022 <gen>
      • Set Regions[204] = Rect 023 <gen>
      • Set Regions[205] = Rect 024 <gen>
      • Set Regions[206] = Rect 025 <gen>
      • Set Regions[207] = Rect 026 <gen>
      • Set Regions[208] = Rect 027 <gen>
      • Set Regions[209] = Rect 028 <gen>
      • Set Regions[210] = Player 2 <gen>
        • Do Multiple ActionsFor each (Integer A) from 99 to 900, do (Actions)
          • Loop - Actions
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • (Regions[(Integer A)] matches No region) Equal to (==) False
              • Then - Actions
                • Trigger - Add to Next Rect <gen> the event (Unit - A unit enters Regions[(Integer A)])
              • Else - Actions

set up creep id's and number's
Trigger:
  • Set creeps
    • Events
    • Conditions
    • Actions
      • Set CreepNumber[1] = 20
      • Set CreepType[1] = Rebel


now come the real triggers :D
Trigger:
  • Round Spawn
    • Events
      • Time - Every 0.10 seconds of game time
    • Conditions
      • RoundON Equal to (==) True
    • Actions
      • Set TotalCreeps = ((Number of players in (All players controlled by a User player)) x CreepNumber[RoundID])
      • Set PlayerID = (PlayerID + 1)
      • Set UnitID = (UnitID + 1)
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • ((Player(PlayerID)) controller) Equal to (==) User
          • Then - Actions
            • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
              • If - Conditions
                • UnitID Less than or equal to (<=) TotalCreeps
              • Then - Actions
                • Set temppoint = (Center of Dark Portal <gen>)
                • Unit - Create 1 CreepType[RoundID] for Neutral Hostile at temppoint facing Default building facing (270.0) degrees
                • Custom script: call RemoveLocation(udg_temppoint)
                • Set temppoint = (Center of Regions[(PlayerID x 100)])
                • Unit - Order (Last created unit) to Move To temppoint
                • Custom script: call RemoveLocation(udg_temppoint)
                • Unit - Set the custom value of (Last created unit) to (PlayerID x 100)
              • Else - Actions
                • Set RoundON = False
          • Else - Actions
            • Set UnitID = (UnitID - 1)
              • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • PlayerID Greater than or equal to (>=) 9
                • Then - Actions
                  • Set PlayerID = 0
                • Else - Actions


Trigger:
  • Next Rect
    • Events
    • Conditions
      • (Owner of (Entering unit)) Equal to (==) Neutral Hostile
    • Actions
      • Unit - Set the custom value of (Entering unit) to ((Custom value of (Entering unit)) + 1)
      • Set temppoint = (Center of Regions[(Custom value of (Entering unit))])
      • Unit - Order (Entering unit) to Move To temppoint
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Regions[(Custom value of (Entering unit))] matches No region) Equal to (==) True
          • Then - Actions
            • Set LIVES[((Custom value of (Entering unit)) / 100)] = (LIVES[((Custom value of (Entering unit)) / 100)] - 1)
            • Game - Display to (Player group((Player(((Custom value of (Entering unit)) / 100))))) the text: You lost a life
            • Unit - Remove (Entering unit) from the game
          • Else - Actions


Trigger:
  • Round ended
    • Events
      • Time - Every 0.50 seconds of game time
    • Conditions
      • RoundON Equal to (==) True
    • Actions
      • Set unitgroup = (Units in (Playable map area) owned by Neutral Hostile)
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Number of units in unitgroup) Equal to (==) 0
          • Then - Actions
            • Set RoundON = False
            • Set RoundID = (RoundID + 1)
            • Game - Display to (All players) the text: ROUND CLEARED
          • Else - Actions
      • Custom script: call GroupClear(udg_unitgroup)

Just add a timer when the RoundON will be turned on again...
 

Slayerxx

You can change this now in User CP.
Reaction score
3
Yes but thankyou for the effort XD, and @GFreak45, just read it, will do next time thankyou for telling XD
 
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