How can I make a upgrade system with units

Dizi

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So the map is like this i have 5v5 map Humans vs Undeads and every 1 second of the game every player spawns a unit from his spawn point.I want to make a building that when i order a unit that unit to spawn every 30 seconds on this spawn with the other creeps something like Footmens vs Grunts :) can some one hellp me ?
 

-._.-

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Go To Object Editor, Upgrade Tab. Create Your Desired Upgrade (New Custom Upgrade).
After That, Go To Unit Tab. Create Your Desired Building (New Custom Unit).
After That, Go To Your Created Building And Add Your Upgrade To The Building In Techtree - Researches Available.

You Got Your Upgrade System ^-^.

You Can Thank By Giving Me Reputation In The Star ↓.
 

Dizi

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yea but this will only give me unit when i press to upgrade it i want when i press to upgrade footmen every 3 seconds to spawn a footmen not only once ..
 

Inflicted

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Okay, so you want a spawn system? I'm assuming your kinda new, so I will try make it as simple as possible.

Firstly you need some sort of Periodic Event that occurs however often you want to spawn these units. Eg 1 second in your case:

Trigger:
  • Untitled Trigger 001
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions


However you want them to spawn for every building at the buildings location.

You are looking for something like this:

Trigger:
  • Unit Group - Pick every unit in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to YourBuilding))) and do (Actions)
    • Loop - Actions
      • Unit - Create 1 SpawnType for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees


However we do have this problem known as leaks, where we need to store the Location and UnitGroup in variables and then clear them.

Therefore your final trigger needs to look like this:

Trigger:
  • Untitled Trigger 001
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set Temp_UnitGroup = (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to YourBuilding)))
      • Unit Group - Pick every unit in Temp_UnitGroup and do (Actions)
        • Loop - Actions
          • Set Temp_Point = (Position of (Picked unit))
          • Unit - Create 1 SpawnType for (Owner of (Picked unit)) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
      • Custom script: call DestroyGroup (udg_Temp_UnitGroup)


There are many other ways of doing a spawn system, but this I believe is the simplest.

As for that question about upgrades:
Simply make upgrades available from a building for sale, and ensure that they are equipt to every spawned unit that should be affected.

The location of where the upgrade is added to the unit, is in the Object Editor (F6) and under the Unit Column. Select the unit and search for the row:

Techtree - Upgrades Used.

Hope this helps.
 

Dizi

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Okay, so you want a spawn system? I'm assuming your kinda new, so I will try make it as simple as possible.

Firstly you need some sort of Periodic Event that occurs however often you want to spawn these units. Eg 1 second in your case:

Trigger:
  • Untitled Trigger 001
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions


However you want them to spawn for every building at the buildings location.

You are looking for something like this:

Trigger:
  • Unit Group - Pick every unit in (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to YourBuilding))) and do (Actions)
    • Loop - Actions
      • Unit - Create 1 SpawnType for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees


However we do have this problem known as leaks, where we need to store the Location and UnitGroup in variables and then clear them.

Therefore your final trigger needs to look like this:

Trigger:
  • Untitled Trigger 001
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set Temp_UnitGroup = (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to YourBuilding)))
      • Unit Group - Pick every unit in Temp_UnitGroup and do (Actions)
        • Loop - Actions
          • Set Temp_Point = (Position of (Picked unit))
          • Unit - Create 1 SpawnType for (Owner of (Picked unit)) at Temp_Point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_Temp_Point)
      • Custom script: call DestroyGroup (udg_Temp_UnitGroup)


There are many other ways of doing a spawn system, but this I believe is the simplest.

As for that question about upgrades:
Simply make upgrades available from a building for sale, and ensure that they are equipt to every spawned unit that should be affected.

The location of where the upgrade is added to the unit, is in the Object Editor (F6) and under the Unit Column. Select the unit and search for the row:

Techtree - Upgrades Used.

Hope this helps.

Yes I am new i work with this program in 3 days but I will ask you if you could make this script in a map for me cuz i can't work with those variables and the SET command... ;( i don't know what to type in the variable
 

Inflicted

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okay. i only have about 5-10 minutes left at work.
So i'm going to have to rush it, but you want something basic so idm. Should be ok.

The SET command you asked about, it's easy to access. Just go to a your trigger and under 'New Action' hit S once, should get you straight to the 'Set Variable' function.

Do you know how to make/change variables?
Edit -> Variables
or Control + B

These are the variables you will need:
Unit Group
Point/Location

The name is not really important, however you want it to be something obvious that you will remember.
Eg, for all my variables like this, i start them off with a key called "Temp_" that way I am able to easily find my Temporary variables. However you may name them whatever you want, it has no effect on the actual variables. (but not 2 of the same name of course)

Okay i've made a basic demo map for you:
This is the trigger involved:
Trigger:
  • Spawn Trigger
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set Temp_UnitGroup = (Units in (Playable map area) matching ((((Matching unit) is alive) Equal to True) and ((Unit-type of (Matching unit)) Equal to Spawn Hall)))
      • -------- Selects all units that are of your Spawn Tower and Alive --------
      • Unit Group - Pick every unit in Temp_UnitGroup and do (Actions)
        • Loop - Actions
          • Set Temp_Point = (Position of (Picked unit))
          • -------- Saves the position of the place you are going to spawn the units --------
          • Unit - Create 1 Custom Footman for (Owner of (Picked unit)) at Temp_Point facing Default building facing degrees
          • -------- Creates the unit at the position saved --------
          • Custom script: call RemoveLocation (udg_Temp_Point)
          • -------- Clears the Point/Location variable (preventing memory leaks) --------
      • Custom script: call DestroyGroup (udg_Temp_UnitGroup)
      • -------- Clears the Unit Group variable (preventing memory leaks) --------


Here is the map:
 

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