How come my units don't spawn right?

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...
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...
 

averes

New Member
Reaction score
17
Try adding Locust to the picked unit, creating the next tier unit at that location, and THEN removing the picked unit from the game. I'm pretty sure once you remove it, its no longer considered the "Picked Unit"

Edit: Didn't notice you didn't create the next tier of unit at the location of the picked unit, in which case Locust doesn't need to be added.
 

turok255

New Member
Reaction score
30
Alright just I just did some testing... I made a new trigger to make a barracks at the start just to see if my tier trigger was messed up and its not.. Its my spawning trigger... But my Tier 1 for any race is just fine.. Its the second tier of units that never spawns. Any ideas?
 

vypur85

Hibernate
Reaction score
803
Does the units have Locust? Locust units cannot be picked using this method:
Code:
Unit Group - Pick every unit in (Units in Dummy Race Units <gen> owned by (Owner of (Killing unit))) and do (Actions)

but can be picked using this:
Code:
Set TempUnitGroup = (Units of type Night Elf ( Dummy 3 ))

Use 'Unit group - Pick units of Type' instead. Maybe that's why your first trigger works while your second doesn't.
 

turok255

New Member
Reaction score
30
Tried that didn't work... Its like the trigger stops working at the line to make the unit... Everything higher up than it works...:banghead:

EDIT: It removes my dummy unit already on the map and all that good stuff... Just never makes a new dummy unit.
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
Start location leaks a point.


> The second trigger as far as I can tell works...

Player_Number and Player_Color aren't set.

Removing a unit, then testing for its type is probably not a good idea.

You could put all the "if"s into one "pick" loop.
Actually, you could also pick all dummy 1 and use "unit - replace", no testing needed.

Or get some inspiration from Orc Berserkers and just set the level of some upgrades...
 

turok255

New Member
Reaction score
30
Hmmm I need to brush up on my codeing... I took a break for a few months and played WoW and it seems im a bit rusty :rolleyes:. Anyways thanks a ton Ace, This trigger works perfectly and I set the variables at map initialization.

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))
                Unit Group - Pick every unit in (Units in Dummy Race Units <gen> owned by (Owner of (Killing unit))) and do (Actions)
                    Loop - Actions
                        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 - Replace (Picked unit) with a Human ( Dummy 2 ) using The old unit's relative life and mana
                            Else - Actions
                        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 - Replace (Picked unit) with a Orc ( Dummy 2 ) using The old unit's relative life and mana
                            Else - Actions
                        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 - Replace (Picked unit) with a Undead ( Dummy 2 ) using The old unit's relative life and mana
                            Else - Actions
                        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 - Replace (Picked unit) with a Night Elf ( Dummy 2 ) using The old unit's relative life and mana
                            Else - Actions
                        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 - Replace (Picked unit) with a Demon ( Dummy 2 ) using The old unit's relative life and mana
                            Else - Actions
                        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 - Replace (Picked unit) with a Creep ( Dummy 2 ) using The old unit's relative life and mana
                            Else - Actions
            Else - Actions

Also gunna set a variable and get rid of start location.
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
> I set the variables at map initialization

Doesn't sound like it would work with more than one player...
You sure you don't want to set them as first action in the "dies" trigger? Just in case you use them elsewhere too?
 

turok255

New Member
Reaction score
30
> I set the variables at map initialization

Doesn't sound like it would work with more than one player...
You sure you don't want to set them as first action in the "dies" trigger? Just in case you use them elsewhere too?

Good point. I'll change that ;)
 
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