Solo TD

M

michaelscool

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Hello. I am making a 9 player solo TD.. I am still in the early ages of making this map. i am stuck at this point - when a player types -go units come spawn at there area and move around and stuff everytings ok there , but when type -go again the same units come out aswell as the second units. is there any way of disabling the 1s trigger after pressing -go , for the first time?
 
Create a initialy empty variable of type Player Group
Add a condition in your trigger to check that the player doesn't belong to that group
Spawn the units and add the triggering player to the player group

I hope this helps
 
Wow, sounds like something good for me. So here's my help :D

First, create a triggers to set spawned units:
-create a variable "units" with display option (exemple:"unit[1], unit[2] etc)
- create a variable integer without display with value 0

-set for each number of the variable a unit. make sure of the order of spawning.
-then for the trigger that spawn units:

-event: a player type "-go" as.......

-action: set "Integer"=("Integer"+1)
create (the number of creature you want) unit type of "unit[Integer]".

I'll let you do the rest if you can, else tell me :D
 
Post what you've tried and explain what's going wrong
I'm sure my way should work
Code:
Event
    Player 1 types -go as exact match
    Player 2 types -go as exact match
    ...
Condition
    ((Triggering player) belongs to SpawnRequested) equals to false
Actions
    Add (Triggering player) to SpawnRequested
    Do the respawning thingy
 
:cool: sorry, I wasn't clear, I expected you know the triggers editor well...

so, here are my triggers
note: spawnedunit is a variable of type unit-type with the extension [index ]
spawnwave is a variable of type integer with the extension [index ]
spawngroup is a variable of type unit group with the extension [index ]

Code:
Trigger: Setting spawning variable
Event
Map initialization

Condition

Action
set spawnedunit[1]= (the first unit to be spawned)
set spawnedunit[2]= (the second unit to be spawned)
set spawnedunit[3]= (the third unit to be spawned)
....
set spawnedunit[X]= (the Xth unit to be spawned)

Code:
 Trigger: spawning
Event
Player 1 types -go as exact match
Player 2 types -go as exact match
....

Condition
all units in spawngroup[ (player number of (triggering player) ) ] are dead equals to true

Action
set spawnedunit[spawnwave  [(player number of (triggering player) )]   ]= spawnedunit[spawnwave  [(player number of (triggering player) )]   ] +1
for each integer A from 1 to (the number of units you want), do:
create 1 unit type of spawnedunit[ [I]spawnwave[(player number of (triggering player) )]  [/I] ] in (region) ...
Add last created unit to spawngroup[ (player number of (triggering player)) ]
:( mmmmm, quite hard indeed, sorry, but i guess it'll work
 
Nothing jumps out at me as wrong...

By the way, if you right click on the trigger name in the main view, you can choose Copy As Text and paste it here.
 
ok, I paste it, but I've to tell you that it's in frensh... :p

Code:
Setting spawn variable
    Evénements
        Map initialization
    Conditions
    Actions
        Set Spawnedunit[1] = Prêtre sombre Troll
        Set Spawnedunit[2] = Jeune Dragon vert
        Set Spawnedunit[3] = Wyrm des tempètes
        ....

Code:
Spawning
    Evénements
        Joueur - Joueur 1 (Rouge) types a chat message containing -go as Résultat équivalent
        Joueur - Joueur 2 (Bleu) types a chat message containing -go as Résultat équivalent
        Joueur - Joueur 3 (Cyan) types a chat message containing -go as Résultat équivalent
        Joueur - Joueur 4 (Pourpre) types a chat message containing -go as Résultat équivalent
        Joueur - Joueur 5 (Jaune) types a chat message containing -go as Résultat équivalent
        Joueur - Joueur 6 (Orange) types a chat message containing -go as Résultat équivalent
        Joueur - Joueur 7 (Vert) types a chat message containing -go as Résultat équivalent
        Joueur - Joueur 8 (Rose) types a chat message containing -go as Résultat équivalent
    Conditions
        ((Spawngroup[(Player number of (Triggering player))] is empty) Egal à____ TRUE) or ((All units of Spawngroup[(Player number of (Triggering player))] are dead) Egal à____ TRUE)
    Actions
        Set Spawnwave[(Player number of (Triggering player))] = (Spawnwave[(Player number of (Triggering player))] + 1)
        For each (Integer A) from 1 to 10, do (Actions)
            Boucle - Actions
                Unité - Create 1 Spawnedunit[Spawnwave[(Player number of (Triggering player))]] for Joueur 12 (Marron) at (Center of (Playable map area)) facing Orientation bâtiment par défaut degrees
                Groupe unité - Add (Last created unit) to Spawngroup[(Player number of (Triggering player))]

that's it
 
ugh... here lemme help ya out here. I think i know what your getting at not totally sure. and also i havent thought about this so im not sure it will work.
(if you cant read french)
Code:
Unit Next Level
    Events
        Player - Player 1 (Red) types a chat message containing -go as An exact match
    Conditions
    Actions
        Trigger - Run Set Level <gen> (checking conditions)
        Unit - Create Unit_Amount[1] Unit_Type[1] for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
        Set Level_Number[1] = (Level_Number[1] + 1)

Set Level
    Events
    Conditions
        Defeat[1] Equal to False
    Actions
        -------- Level 1 --------
        If (Level_Number[1] Equal to 1) then do (Set Unit_Type[1] = Peasant) else do (Do nothing)
        If (Level_Number[1] Equal to 1) then do (Set Unit_Amount[1] = 8) else do (Do nothing)

Variables:
NOTE: ALL VARIABLES ARE ARAYS.
Defeat (boolean)
Level_Number (integer)
Unit_Type  (unit-type)
Unit_Amount (integer)
 
Originaly posted by Starlite
(if you cant read french)
Starlite, the only things that are in frensh are headlines, else I think michaelscool will understand them, And tell me, your solution will require 2 triggers per player... isn't it, well, too much?
 
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