How to apply seperate triggers to each race to spawn the units automatically?

  • Thread starter Thread starter Ace0fSpades
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Ace0fSpades

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Hi, thanks for reading. First of all I must say I've tried many different approaches to this and none seem to work so im asking for advice. I'm currently producing a footies-type map and n the beginning of the game, a dialog is presented asking you to choose your race. Once you have chosen, the appropriate town hall is created at your base. My problem is that I do not know how to apply seperate triggers to each race to spawn the units automatically. Normally i would do one general trigger to spawn them for all "like" town halls, but my problem with that is that also i want to be able to upgrade into new units. Is my only hope of doing this by having MANY MANY seperate triggers? srry if this is confusing, i've done my best to simplify it.

~thanks,
Ace0fSpades
 
Ok I have an idea

Ace0fSpades said:
Hi, thanks for reading. First of all I must say I've tried many different approaches to this and none seem to work so im asking for advice. I'm currently producing a footies-type map and n the beginning of the game, a dialog is presented asking you to choose your race. Once you have chosen, the appropriate town hall is created at your base. My problem is that I do not know how to apply seperate triggers to each race to spawn the units automatically. Normally i would do one general trigger to spawn them for all "like" town halls, but my problem with that is that also i want to be able to upgrade into new units. Is my only hope of doing this by having MANY MANY seperate triggers? srry if this is confusing, i've done my best to simplify it.

~thanks,
Ace0fSpades

Well Ace you helped me out a week ago maybe I can be to some help of you :D,

My guess would be to create a General Trigger to spawn different unit types at Certain Regions, and have the conditions change what units spawn per building that was chosen.

so Create your general trigger to spawn units...

Conditions: Triggering player clicks dialog box... let's say night elf
Spawn Unit-type(Night-elf1) at Region(Player#/color) / triggering unit
Ok now for your other spawn
Conditions Building upgraded/upgrade icon clicked, make sure they can't cancel upgrade.
Stop Spawn Unit-type(Night-elf1) at Region(Player#/Color)/triggering unit
Spawn Unit-type(Night-elf2) at Region(player#/color)/Triggering unit

That would be my best guess to go about that.. just create the regions your going to spawn at... next to base probably... and name them for each player number/color. then depending on the dialog box they click build the tier ... 1 of the unit type... and make conditions if they own that tier or if that's what they clicked then spawn the lv 1 units... if they upgrade stop spawning of unit 1 and go lv 2
and so on so forth.. hehe Hope this helped :p
 
First off, I think you've confused me with someone else, as i have just recently joined and there are at least 3 Ace's, but secondly, thanks for your reply. So far things seem to be going ok, thanks for the advice :-D
 
> there are at least 3 Ace's

Who's the third one?


Code:
Unit Group - Pick every unit in (Units of type Castle) and do (Actions)
    Loop - Actions
        Unit - Create 1 Footman for (Owner of (Picked unit)) at (Position of (Picked unit)) facing Default building facing degrees
 
not sure, but theres some1 i bet :-D.. i wasnt being specific, just in general, theres more than one ace... not in the clan but theres another Ace0fSpades, only his is spelled with a zero not an O
 
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