turok255
New Member
- Reaction score
- 30
So im back from WoW for awhile and im going to finish this map I started on a couple months ago...
Heres the trigger that makes is supposed to spawn a unit if a dummy unit is on the field...
Here is the trigger to upgrade units to tier 2.
The second trigger as far as I can tell works... When I get 250 kills my multiboard shows me having tier 2 but the night elf archers keep spawning instead of the huntressess that are supposed to.
So what I want it to do is...
When a player reaches 250 kills, It removes the tier 1 dummy and makes a tier 2 dummy.. Then it starts to spawn tier 2 units...
Heres the trigger that makes is supposed to spawn a unit if a dummy unit is on the field...
Code:
Night Elves
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
-------- NIGHT ELVES --------
Set TempUnitGroup = (Units of type Night Elf ( Dummy 1 ))
Unit Group - Pick every unit in TempUnitGroup and do (Actions)
Loop - Actions
Unit - Create 1 Archer for (Owner of (Picked unit)) at ((Owner of (Picked unit)) start location) facing Default building facing degrees
Custom script: call DestroyGroup (udg_TempUnitGroup)
-------- --------------------- --------
Set TempUnitGroup = (Units of type Night Elf ( Dummy 2 ))
Unit Group - Pick every unit in TempUnitGroup and do (Actions)
Loop - Actions
Unit - Create 1 Huntress for (Owner of (Picked unit)) at ((Owner of (Picked unit)) start location) facing Default building facing degrees
Custom script: call DestroyGroup (udg_TempUnitGroup)
-------- --------------------- --------
Set TempUnitGroup = (Units of type Night Elf ( Dummy 3 ))
Unit Group - Pick every unit in TempUnitGroup and do (Actions)
Loop - Actions
Unit - Create 2 Dryad for (Owner of (Picked unit)) at ((Owner of (Picked unit)) start location) facing Default building facing degrees
Custom script: call DestroyGroup (udg_TempUnitGroup)
-------- --------------------- --------
Set TempUnitGroup = (Units of type Night Elf ( Dummy 4 ))
Unit Group - Pick every unit in TempUnitGroup and do (Actions)
Loop - Actions
Unit - Create 1 Druid of the Claw (Night Elf Form) for (Owner of (Picked unit)) at ((Owner of (Picked unit)) start location) facing Default building facing degrees
Custom script: call DestroyGroup (udg_TempUnitGroup)
-------- --------------------- --------
Set TempUnitGroup = (Units of type Night Elf ( Dummy 5 ))
Unit Group - Pick every unit in TempUnitGroup and do (Actions)
Loop - Actions
Unit - Create 1 Druid of the Talon (Night Elf Form) for (Owner of (Picked unit)) at ((Owner of (Picked unit)) start location) facing Default building facing degrees
Custom script: call DestroyGroup (udg_TempUnitGroup)
-------- --------------------- --------
Set TempUnitGroup = (Units of type Night Elf ( Dummy 6 ))
Unit Group - Pick every unit in TempUnitGroup and do (Actions)
Loop - Actions
Unit - Create 1 Mountain Giant for (Owner of (Picked unit)) at ((Owner of (Picked unit)) start location) facing Default building facing degrees
Custom script: call DestroyGroup (udg_TempUnitGroup)
-------- --------------------- --------
Set TempUnitGroup = (Units of type Night Elf ( Dummy 7 ))
Unit Group - Pick every unit in TempUnitGroup and do (Actions)
Loop - Actions
Unit - Create 1 Chimaera for (Owner of (Picked unit)) at ((Owner of (Picked unit)) start location) facing Default building facing degrees
Custom script: call DestroyGroup (udg_TempUnitGroup)
Here is the trigger to upgrade units to tier 2.
Code:
Tier 2
Events
Unit - A unit Dies
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Kill_Count[Player_Number] Equal to 250
Then - Actions
Set Tier[Player_Number] = (Tier[Player_Number] + 1)
Multiboard - Set the text for Multiboard item in column 2, row Player_Row to (Players_ColorCodes[Player_Color] + ((String(Tier[Player_Number])) + ColorCodes_EndTag))
-------- Human - Tier 2 --------
Unit Group - Pick every unit in (Units in Dummy Race Units <gen> owned by (Owner of (Killing unit))) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Human ( Dummy 1 )
Then - Actions
Unit - Create 1 Human ( Dummy 2 ) for (Owner of (Killing unit)) at (Center of Dummy Race Units <gen>) facing Default building facing degrees
Else - Actions
-------- Orc - Tier 2 --------
Unit Group - Pick every unit in (Units in Dummy Race Units <gen> owned by (Owner of (Killing unit))) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Orc ( Dummy 1 )
Then - Actions
Unit - Create 1 Orc ( Dummy 2 ) for (Owner of (Killing unit)) at (Center of Dummy Race Units <gen>) facing Default building facing degrees
Else - Actions
-------- Undead - Tier 2 --------
Unit Group - Pick every unit in (Units in Dummy Race Units <gen> owned by (Owner of (Killing unit))) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Undead ( Dummy 1 )
Then - Actions
Unit - Create 1 Undead ( Dummy 2 ) for (Owner of (Killing unit)) at (Center of Dummy Race Units <gen>) facing Default building facing degrees
Else - Actions
-------- Night Elf - Tier 2 --------
Unit Group - Pick every unit in (Units in Dummy Race Units <gen> owned by (Owner of (Killing unit))) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Night Elf ( Dummy 1 )
Then - Actions
Unit - Create 1 Night Elf ( Dummy 2 ) for (Owner of (Killing unit)) at (Center of Dummy Race Units <gen>) facing Default building facing degrees
Else - Actions
-------- Naga - Tier 2 --------
Unit Group - Pick every unit in (Units in Dummy Race Units <gen> owned by (Owner of (Killing unit))) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Naga ( Dummy 1 )
Then - Actions
Unit - Create 1 Naga ( Dummy 2 ) for (Owner of (Killing unit)) at (Center of Dummy Race Units <gen>) facing Default building facing degrees
Else - Actions
-------- Demon - Tier 2 --------
Unit Group - Pick every unit in (Units in Dummy Race Units <gen> owned by (Owner of (Killing unit))) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Demon ( Dummy 1 )
Then - Actions
Unit - Create 1 Demon ( Dummy 2 ) for (Owner of (Killing unit)) at (Center of Dummy Race Units <gen>) facing Default building facing degrees
Else - Actions
-------- Creep - Tier 2 --------
Unit Group - Pick every unit in (Units in Dummy Race Units <gen> owned by (Owner of (Killing unit))) and do (Actions)
Loop - Actions
Unit - Remove (Picked unit) from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Unit-type of (Picked unit)) Equal to Creep ( Dummy 1 )
Then - Actions
Unit - Create 1 Creep ( Dummy 2 ) for (Owner of (Killing unit)) at (Center of Dummy Race Units <gen>) facing Default building facing degrees
Else - Actions
Else - Actions
The second trigger as far as I can tell works... When I get 250 kills my multiboard shows me having tier 2 but the night elf archers keep spawning instead of the huntressess that are supposed to.
So what I want it to do is...
When a player reaches 250 kills, It removes the tier 1 dummy and makes a tier 2 dummy.. Then it starts to spawn tier 2 units...