Level Error

idk_a_name

ABC GUM :D
Reaction score
43
This is one of my last problems I have with my map, but the biggest. Levels. everything seems to be in order, it just wont go to the next level. What I'm thinking is the problem is that two sides of the map are spawning different colored units at the same sides.

Code:
Browns Food
    Events
        Player - Player 12 (Brown)'s Food used becomes Less than or equal to 0.00
    Conditions
    Actions
        Trigger - Run Next Level <gen> (checking conditions)
Code:
DG Food
    Events
        Player - Player 11 (Dark Green)'s Food used becomes Less than or equal to 0.00
    Conditions
    Actions
        Trigger - Run Next Level <gen> (checking conditions)

Note I realize that this trigger has no event, because after my cinematic it runs this trigger.

Code:
Next Level
    Events
    Conditions
    Actions
        Set Level_Number = (Level_Number + 1)
        -------- Timer --------
        If (Level_Number Equal to 1) then do (Countdown Timer - Start Next_Level as a One-shot timer that will expire in 30.00 seconds) else do (Countdown Timer - Start Next_Level as a One-shot timer that will expire in 10.00 seconds)
        Countdown Timer - Create a timer window for (Last started timer) with title ((Level  + (String(Level_Number))) +  in...)
        -------- Set Next Level --------
        If (Level_Number Equal to 1) then do (Wait 20.00 seconds) else do (Do nothing)
        Game - Display to (All players) the text: |c0000cdf9Next leve...
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Level_Number Equal to 30
            Then - Actions
                Game - Display to (All players) the text: You have done well ...
                Game - Display to (All players) the text: Made By oscarmyerwe...
            Else - Actions
        Trigger - Run Set Levels <gen> (checking conditions)

Also I realize that all of the unit spawns aren't filled out. right now it doesn't matter because it wont get past level 1.
Code:
Set Levels
    Events
    Conditions
        Defeat Equal to False
    Actions
        -------- Level 1 --------
        If (Level_Number Equal to 1) then do (Set Monster_Type = Child) else do (Do nothing)
        If (Level_Number Equal to 1) then do (Set Monster_Amount = 30) else do (Do nothing)
        -------- Level 2 --------
        If (Level_Number Equal to 2) then do (Set Monster_Type = Woman) else do (Do nothing)
        If (Level_Number Equal to 2) then do (Set Monster_Amount = 30) else do (Do nothing)
        -------- Level 3 --------
        If (Level_Number Equal to 3) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 3) then do (Set Monster_Amount = 30) else do (Do nothing)
        -------- Level 4 --------
        If (Level_Number Equal to 4) then do (Set Monster_Type = Footman) else do (Do nothing)
        If (Level_Number Equal to 4) then do (Set Monster_Amount = 100) else do (Do nothing)
        -------- Level 5 --------
        If (Level_Number Equal to 5) then do (Set Monster_Type = Captain) else do (Do nothing)
        If (Level_Number Equal to 5) then do (Set Monster_Amount = 100) else do (Do nothing)
        -------- Level 6 --------
        If (Level_Number Equal to 6) then do (Set Monster_Type = Knight) else do (Do nothing)
        If (Level_Number Equal to 6) then do (Set Monster_Amount = 100) else do (Do nothing)
        -------- Level 7 --------
        If (Level_Number Equal to 7) then do (Set Monster_Type = Priest) else do (Do nothing)
        If (Level_Number Equal to 7) then do (Set Monster_Amount = 100) else do (Do nothing)
        -------- Level 8 --------
        If (Level_Number Equal to 8) then do (Set Monster_Type = Sorceress) else do (Do nothing)
        If (Level_Number Equal to 8) then do (Set Monster_Amount = 100) else do (Do nothing)
        -------- Level 9 --------
        If (Level_Number Equal to 9) then do (Set Monster_Type = Spell Master) else do (Do nothing)
        If (Level_Number Equal to 9) then do (Set Monster_Amount = 100) else do (Do nothing)
        -------- Level 10 (Boss 1) --------
        If (Level_Number Equal to 10) then do (Set Monster_Type = Lord Garithos) else do (Do nothing)
        If (Level_Number Equal to 10) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- Level 11 --------
        If (Level_Number Equal to 11) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 11) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 12 --------
        If (Level_Number Equal to 12) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 12) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 13 --------
        If (Level_Number Equal to 13) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 13) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 14 --------
        If (Level_Number Equal to 14) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 14) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 15 --------
        If (Level_Number Equal to 15) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 15) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- Level 16 --------
        If (Level_Number Equal to 16) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 16) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 17 --------
        If (Level_Number Equal to 17) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 17) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 18 --------
        If (Level_Number Equal to 18) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 18) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 19 --------
        If (Level_Number Equal to 19) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 19) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 20 (Boss 2) --------
        If (Level_Number Equal to 20) then do (Set Monster_Type = ) else do (Do nothing)
        If (Level_Number Equal to 20) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- Level 21 --------
        If (Level_Number Equal to 21) then do (Set Monster_Type = Helish Healer) else do (Do nothing)
        If (Level_Number Equal to 21) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 22 --------
        If (Level_Number Equal to 22) then do (Set Monster_Type = Magic Vault) else do (Do nothing)
        If (Level_Number Equal to 22) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 23 --------
        If (Level_Number Equal to 23) then do (Set Monster_Type = Helish Sorcerer) else do (Do nothing)
        If (Level_Number Equal to 23) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 24 --------
        If (Level_Number Equal to 24) then do (Set Monster_Type = Miscellaneous) else do (Do nothing)
        If (Level_Number Equal to 24) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 25 --------
        If (Level_Number Equal to 25) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 25) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- Level 26 --------
        If (Level_Number Equal to 26) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 26) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- Level 27 --------
        If (Level_Number Equal to 27) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 27) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- 28 --------
        If (Level_Number Equal to 28) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 28) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- 29 --------
        If (Level_Number Equal to 29) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 29) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- 30 --------
        If (Level_Number Equal to 30) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 30) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- 31 --------
        If (Level_Number Equal to 31) then do (Set Monster_Type = Hakama (form 1)) else do (Do nothing)
        If (Level_Number Equal to 31) then do (Set Monster_Amount = 1) else do (Do nothing)

This is the most important piece of my map, so anything leading to fixing this I will +rep :D
 

Exide

I am amazingly focused right now!
Reaction score
448
I am guessing you're making a TD?

Having two triggers to turn on the next level probably messes things up.
Try making one trigger with two conditions. Either an 'and' or 'or' function, depending on what suits your map better.
Also try to set the Level_Number to +1, in the Food trigger.

You could also change the run triggers into 'ignoring conditions', for those triggers that doesn't have any -such as 'Next Level'.

What exactly happens when either DG or Brown food used reaches 0?
You could also show us your 'Set Levels' trigger, if you like.
 

idk_a_name

ABC GUM :D
Reaction score
43
I am guessing you're making a TD?.

In a way yes, more of a select hero and defend from waves of enemies from going into your base.



What exactly happens when either DG or Brown food used reaches 0?
You could also show us your 'Set Levels' trigger, if you like

When DG or Browns food reaches 0 meaning that the team has destroyed all of the spawned units. It will start the next level. I can't have them sharing a same spawn, because say the right side kills all their units first (aka browns units) and it sets off another round for them and the left side when they may not have finished the previous round.

And the Set Level trigger I already showed its this one
Code:
Set Levels
    Events
    Conditions
        Defeat Equal to False
    Actions
        -------- Level 1 --------
        If (Level_Number Equal to 1) then do (Set Monster_Type = Child) else do (Do nothing)
        If (Level_Number Equal to 1) then do (Set Monster_Amount = 30) else do (Do nothing)
        -------- Level 2 --------
        If (Level_Number Equal to 2) then do (Set Monster_Type = Woman) else do (Do nothing)
        If (Level_Number Equal to 2) then do (Set Monster_Amount = 30) else do (Do nothing)
        -------- Level 3 --------
        If (Level_Number Equal to 3) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 3) then do (Set Monster_Amount = 30) else do (Do nothing)
        -------- Level 4 --------
        If (Level_Number Equal to 4) then do (Set Monster_Type = Footman) else do (Do nothing)
        If (Level_Number Equal to 4) then do (Set Monster_Amount = 100) else do (Do nothing)
        -------- Level 5 --------
        If (Level_Number Equal to 5) then do (Set Monster_Type = Captain) else do (Do nothing)
        If (Level_Number Equal to 5) then do (Set Monster_Amount = 100) else do (Do nothing)
        -------- Level 6 --------
        If (Level_Number Equal to 6) then do (Set Monster_Type = Knight) else do (Do nothing)
        If (Level_Number Equal to 6) then do (Set Monster_Amount = 100) else do (Do nothing)
        -------- Level 7 --------
        If (Level_Number Equal to 7) then do (Set Monster_Type = Priest) else do (Do nothing)
        If (Level_Number Equal to 7) then do (Set Monster_Amount = 100) else do (Do nothing)
        -------- Level 8 --------
        If (Level_Number Equal to 8) then do (Set Monster_Type = Sorceress) else do (Do nothing)
        If (Level_Number Equal to 8) then do (Set Monster_Amount = 100) else do (Do nothing)
        -------- Level 9 --------
        If (Level_Number Equal to 9) then do (Set Monster_Type = Spell Master) else do (Do nothing)
        If (Level_Number Equal to 9) then do (Set Monster_Amount = 100) else do (Do nothing)
        -------- Level 10 (Boss 1) --------
        If (Level_Number Equal to 10) then do (Set Monster_Type = Lord Garithos) else do (Do nothing)
        If (Level_Number Equal to 10) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- Level 11 --------
        If (Level_Number Equal to 11) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 11) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 12 --------
        If (Level_Number Equal to 12) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 12) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 13 --------
        If (Level_Number Equal to 13) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 13) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 14 --------
        If (Level_Number Equal to 14) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 14) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 15 --------
        If (Level_Number Equal to 15) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 15) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- Level 16 --------
        If (Level_Number Equal to 16) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 16) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 17 --------
        If (Level_Number Equal to 17) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 17) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 18 --------
        If (Level_Number Equal to 18) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 18) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 19 --------
        If (Level_Number Equal to 19) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 19) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 20 (Boss 2) --------
        If (Level_Number Equal to 20) then do (Set Monster_Type = ) else do (Do nothing)
        If (Level_Number Equal to 20) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- Level 21 --------
        If (Level_Number Equal to 21) then do (Set Monster_Type = Helish Healer) else do (Do nothing)
        If (Level_Number Equal to 21) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 22 --------
        If (Level_Number Equal to 22) then do (Set Monster_Type = Magic Vault) else do (Do nothing)
        If (Level_Number Equal to 22) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 23 --------
        If (Level_Number Equal to 23) then do (Set Monster_Type = Helish Sorcerer) else do (Do nothing)
        If (Level_Number Equal to 23) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 24 --------
        If (Level_Number Equal to 24) then do (Set Monster_Type = Miscellaneous) else do (Do nothing)
        If (Level_Number Equal to 24) then do (Set Monster_Amount = 7) else do (Do nothing)
        -------- Level 25 --------
        If (Level_Number Equal to 25) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 25) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- Level 26 --------
        If (Level_Number Equal to 26) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 26) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- Level 27 --------
        If (Level_Number Equal to 27) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 27) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- 28 --------
        If (Level_Number Equal to 28) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 28) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- 29 --------
        If (Level_Number Equal to 29) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 29) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- 30 --------
        If (Level_Number Equal to 30) then do (Set Monster_Type = Man) else do (Do nothing)
        If (Level_Number Equal to 30) then do (Set Monster_Amount = 1) else do (Do nothing)
        -------- 31 --------
        If (Level_Number Equal to 31) then do (Set Monster_Type = Hakama (form 1)) else do (Do nothing)
        If (Level_Number Equal to 31) then do (Set Monster_Amount = 1) else do (Do nothing)
Which sets what level spawns what monsters
 

Exide

I am amazingly focused right now!
Reaction score
448
>And the Set Level trigger I already showed its this one
Oh, right. Sorry about that. I meant the spawn trigger. -Maybe it doesn't matter for your problem, though..

When I made a TD once, I used a kill counter to determine levels.

>What exactly happens when either DG or Brown food used reaches 0?
I meant in-game.
Why is it not working? What happens? Nothing spawns or anything?

This condition in Set Levels looks weird: 'Defeat Equal to False'. I'm guessing you know what you're doing, though.

Do you see any of the game messages that some of your trigger shows? If not, you know where to look for errors.
When I have problems with my triggers, I usually add a 'Succes!' and a 'Failure!' message to my trigger, to see if it works. (Usually when handling If/Then/Else's.)
Also, try a trigger that forces next level. Something like:

Player 1 types 'test'
Set Level_Number to (Level_Number + 1)
Pick all Computer units and slay them, slay them to hell
Run trigger A, B and 3.

And see what happens. :p
 
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