How do I make a trigger for continous spawning units - buy at shop ?

gjcraig

New Member
Reaction score
2
I want to have a shop where I can buy units once and they will continously spawn every 30 seconds for players 1 thru 5 who ever purchased the unit - once they purchase.
 

asipo

New Member
Reaction score
15
I dont understand the question actually

The spawn require building rite?
and this building as build by player or its al ready there?

And this spawning is based on the last player who purchase rite?
(If player 1 buy, then player 2 buy after that, the continous spawn unit will beling to player 2)
 

bOb666777

Stand against the ugly world domination face!
Reaction score
117
You should make the shop items be the actual units, but have a trigger that moves the bought unit to some corner of them map and everything to keep them out of the fight. Then have a region cover that spot and then a trigger that picks all those units, and creates a duplicate where they should spawn.
 

gjcraig

New Member
Reaction score
2
I dont understand the question actually

The spawn require building rite?
and this building as build by player or its al ready there?

And this spawning is based on the last player who purchase rite?
(If player 1 buy, then player 2 buy after that, the continous spawn unit will beling to player 2)

Ok, Im going off the footmen vs grunts spawning model. I have a shop I click on research whatever unit I want to buy and it appears at the front of the shop every 30 seconds I know how to do everything for this except the trigger. The trigger should be so that players 1 thru 5 can all use it.
 

asipo

New Member
Reaction score
15
I think bob was right

or
create a variable unit-type
When the unit is purchased, set the purchased unit type and kill the purchased unit

So every 30 sec
Just spawn the unit-type based on the variable
 

millzy

Ultra Cool Member
Reaction score
44
here this could work for ya

Trigger:
  • unit bought
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • (Unit-type of (Sold unit)) Equal to your unit
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Owner of (Sold unit)) Equal to Player 1 (Red)
        • Then - Actions
          • Trigger - Turn on your unit player 1 <gen>
        • Else - Actions
    • -----and so on for the other players



then have this trigger with initially off for each player

Trigger:
  • your unit player 1
    • Events
      • Time - Every 30.00 seconds of game time
    • Conditions
      • (Player 1 (Red) slot status) Equal to Is playing
    • Actions
      • Set spawn_point[1] = (Center of shop <gen>)
      • Unit - Create 1 your unit for Player 1 (Red) at spawn_point[1] facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_spawn_point[1])
 

Moridin

Snow Leopard
Reaction score
144
Well you could have a few triggers like:

Trigger 1: If <unit> is bought, then remove unit from the game + add owner of buying hero to <Player Group> + activate Trigger 2
Trigger 2: Every 30 seconds, pick all players in <Player Group> and Unit - Create 30 <unit> for Picked player at Region facing Default Building west.

Something like that should work. Though this is very innefficient when it comes to lots of different units.

Edit: If you DO have tons of different units for the player to build, then I suggest bob's idea.
 

gjcraig

New Member
Reaction score
2
You should make the shop items be the actual units, but have a trigger that moves the bought unit to some corner of them map and everything to keep them out of the fight. Then have a region cover that spot and then a trigger that picks all those units, and creates a duplicate where they should spawn.

Ok, I think this one is best for me - what would this trigger look like ? - im new if you could post it I could make it a lot easier.
 

bOb666777

Stand against the ugly world domination face!
Reaction score
117
Trigger:
  • Purchase Spawn
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • (Unit-Type of (Sold unit)) Equal to Footman
      • (Unit-Type of (Triggering Unit)) Equal to Spawn Shop
    • Actions
      • Set TempPoint = Center of Region_Corner &lt;gen&gt; (put a region in some corner of the map and make this place unreachable)
      • Unit - Turn Collision for (Sold Unit) Off
      • Unit - Make (Sold Unit) Invulnerable
      • Animation - Change (Sold Unit)&#039;s Vertex Coloring to 100.00%, 100.00%, 100.00% with 100.00% Transparency
      • Animation - Change (Sold Unit)&#039;s size to 0.00%, 0.00%, 0.00% of its original size
      • Unit - Move (Sold Unit) instantly to TempPoint facing Default Facing Degree.
      • Custom Script: call RemoveLocation(udg_TempPoint)


Trigger:
  • Spawn Units
    • Events
      • Time - Every 30.00 seconds of game time
    • Conditions
    • Actions
      • Set TempPoint = (Center of YourTeam1SpawnRegion &lt;gen&gt;)
      • Custom Script: set bj_wantDestroyGroup = true
      • Unit Group - Pick all units in Region_Corner &lt;gen&gt; matching (Owner of (Matching Unit) is an Ally of Player 1 (Red)) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 (Unit-type of (Picked Unit)) at TempPoint facing Default Facing Degree.
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Set TempPoint = (Center of YourTeam2SpawnRegion &lt;gen&gt;)
      • Custom Script: set bj_wantDestroyGroup = true
      • Unit Group - Pick all units in Region_Corner &lt;gen&gt; matching (Owner of (Matching Unit) is an Ally of Player 7 (Green)) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 (Unit-type of (Picked Unit)) at TempPoint facing Default Facing Degree.
      • Custom script: call RemoveLocation(udg_TempPoint)


That's assuming you have 2 teams (players 1-6 and 7-12)

Also I made this without the editor so if there's anything you can't find in the editor it could be why. Just ask me.
 

gjcraig

New Member
Reaction score
2
Trigger:
  • Purchase Spawn
    • Events
      • Unit - A unit Sells a unit
    • Conditions
      • (Unit-Type of (Sold unit)) Equal to Footman
      • (Unit-Type of (Triggering Unit)) Equal to Spawn Shop
    • Actions
      • Set TempPoint = Center of Region_Corner &lt;gen&gt; (put a region in some corner of the map and make this place unreachable)
      • Unit - Turn Collision for (Sold Unit) Off
      • Unit - Make (Sold Unit) Invulnerable
      • Animation - Change (Sold Unit)&#039;s Vertex Coloring to 100.00%, 100.00%, 100.00% with 100.00% Transparency
      • Animation - Change (Sold Unit)&#039;s size to 0.00%, 0.00%, 0.00% of its original size
      • Unit - Move (Sold Unit) instantly to TempPoint facing Default Facing Degree.
      • Custom Script: call RemoveLocation(udg_TempPoint)


Trigger:
  • Spawn Units
    • Events
      • Time - Every 30.00 seconds of game time
    • Conditions
    • Actions
      • Set TempPoint = (Center of YourTeam1SpawnRegion &lt;gen&gt;)
      • Custom Script: set bj_wantDestroyGroup = true
      • Unit Group - Pick all units in Region_Corner &lt;gen&gt; matching (Owner of (Matching Unit) is an Ally of Player 1 (Red)) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 (Unit-type of (Picked Unit)) at TempPoint facing Default Facing Degree.
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Set TempPoint = (Center of YourTeam2SpawnRegion &lt;gen&gt;)
      • Custom Script: set bj_wantDestroyGroup = true
      • Unit Group - Pick all units in Region_Corner &lt;gen&gt; matching (Owner of (Matching Unit) is an Ally of Player 7 (Green)) and do (Actions)
        • Loop - Actions
          • Unit - Create 1 (Unit-type of (Picked Unit)) at TempPoint facing Default Facing Degree.
      • Custom script: call RemoveLocation(udg_TempPoint)


That's assuming you have 2 teams (players 1-6 and 7-12)

Also I made this without the editor so if there's anything you can't find in the editor it could be why. Just ask me.

Wow thanks so much - I gotta do this when I get home later.
 
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