I still cant get lvl to change HELP PLZ

D

Dude

Guest
ok it stays at zero at the begining of the game it wont go to 1 here are the two triggers that control this.

Events
Time - Elapsed game time is 5 seconds
-Player - Player 12 (Brown)'s Food used becomes Less than or equal to 0.00
-Player - Player 11 (Dark Green)'s Food used becomes Less than or equal to 0.00

Conditions
Player 11 (Dark Green)'s Food used equal to 0
Player 12 (Brown)'s Food used equal to 0


Actions
-If ((NoLivesLost Equal to True) and (level_number Greater than or equal to 1)) then do (Game - Display to (All players) the text: The Castle Stills s...) else do (If (level_number Greater than or equal to 1) then do (Game - Display to (All players) the text: ((String(Lives_Lost)) + |c0000cdf9 chances have been lost|r)) else do (Do nothing))
-Set level_number = (level_number + 1)
-If (level_number Equal to 1) then do (Countdown Timer - Start Next_wave as a One-shot timer that will expire in 60.00 seconds) else do (Countdown Timer - Start Next_wave as a One-shot timer that will expire in 30.00 seconds)
-Countdown Timer - Create a timer window for (Last started timer) with title ((Level + (String(level_number))) + in...)
-If (level_number Equal to 1) then do (Wait 29.50 seconds) else do (Do nothing)
-Game - Display to (All players) the text: |c0000cdf9Next wave...
-If (level_number Equal to 31) then do (Game - Display to (All players) for 30.00 seconds the text: Congradulations You...) else do (Do nothing)
-Trigger - Run level monsters <gen> (checking conditions)
-Trigger - Run Update Title <gen> (checking conditions


and the second

Events
-Time-Next_wave expires
Conditions
Actions
-Countdown Timer-Pause Next_wave
-Countdown Time-Destroy(last created timer window)
-Unit - Create Monster_amount monster_type for Player 11 (Dark Green) at (Center of Right gen spot <gen> ) facing Default building facing degrees
-Unit - Create Monster_amount monster_type for Player 12 (Brown) at (Center of Gen spot invaders <gen> ) facing Default building facing degrees
- Unit - Create Monster_amount monster_type for Player 11 (Dark Green) at (Center of left gen spot <gen> ) facing Default building facing degrees
-If ((level_number Equal to 10) or ((level_number Equal to 20) or (level_number Equal to 30))) then do (Game - Display to (All players) the text: |c00ff0000BOSS LEVE...) else do (Do nothing)
-Game - Display to (All players) the text: ((Level + (String(level_number))) + ( - + ((Name of (Last created unit)) + s)))
-Game - Display to (All players) the text: ((Level + (String(level_number))) + ( - + ((Name of (Last created unit)) + s)))
-Unit Group - Pick every unit in (Units owned by Player 12 (Brown)) and do (Unit - Set (Picked unit) acquisition range to 0.00)
 
Doh. You've got nothing to kick it off!

Your first events are based on food. Okay, the game starts, the food is zero. But the event only fires when it BECOMES 0. So that won't fire the first time. Its just sitting there, waiting for food to become 0.

The second fires when the first triggers timer expires.

So you need a new event to kick start the first level. Like Time - Elapsed game time is 5 secs, or another timer, or SOMETHING. That will being your big sequence.

I kick off MY big sequence after I make the leaderboard...which is made five seconds after game time starts.

Got it?

[edit]

Here, I edited your post for an example.
 
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