S
Setherz
Guest
Hello, I'm currently trying to make a map for Brood War and I'm having major issues with triggers. (Not like I was ever truely good at them. )
Right now I have it set up that if player 7 controls a X'nel Naga Temple (Or w/e), he spawns 9 units every 25000 milliseconds (1.5 minutes). I haven't timed it with a stopwatch, but it seems to do it's job well enough. However, sometimes it doesn't spawn at all and waits a few minutes, and I'm not sure if it is conflicting with another trigger.
I have a second and third spawn point up for player 7 as well (He has a total of 4 spawns, but I haven't coded the last until the first two work.) As it works now, I have these 3 additional spawns reliant of a few buildings exsisting, such as the Temple, a protoss structure, a Command Center and a barracks. In total, there are 3 barracks, 3 structures, 4 CCs (2 in the middile), and the single temple. These spawns, however, only spawn every 3 minutes for some reason, even though the trigger is nearly identical to that of the spawn at the temple.
The trigger looks like this for the temple:
Accumulate(CurrentPlayer, Exactly, 0, Gas);
Bring(CurrentPlayer, Exactly, 1, Xel'Naga Temple, Temple);
CreateUnit(8, Trooper, Temple Spawn, CurrentPlayer);
CreateUnit(1, Leader, Temple Spawn, CurrentPlayer);
SetResources(CurrentPlayer, Add, 1000, Ore);
Wait(90000);
PreserveTrigger();
Comment("Temple Spawn 0");
This is copied from "StarForge".
The trigger for the 2nd spawn looks like this:
Accumulate(CurrentPlayer, Exactly, 0, Gas);
Bring(CurrentPlayer, Exactly, 1, Xel'Naga Temple, Temple);
Bring(CurrentPlayer, Exactly, 1, Barracks, Northern Barracks);
Bring(CurrentPlayer, Exactly, 1, Camp, Northern Camp);
CreateUnit(8, Trooper, Northern Camp Spawn, CurrentPlayer);
CreateUnit(1, Leader, Northern Camp Spawn, CurrentPlayer);
Wait(90000);
PreserveTrigger();
Comment("Northern Camp Spawn 0");
This is when both the barracks and their camp exsists.
Accumulate(CurrentPlayer, Exactly, 0, Gas);
Bring(CurrentPlayer, Exactly, 1, Xel'Naga Temple, Temple);
Bring(CurrentPlayer, Exactly, 1, Barracks, Northern Barracks);
Bring(CurrentPlayer, Exactly, 0, Camp, Northern Camp);
Bring(CurrentPlayer, Exactly, 1, Gate, Northern Gate);
CreateUnit(8, Trooper, Northern Gate Spawn, CurrentPlayer);
CreateUnit(1, Leader, Northern Gate Spawn, CurrentPlayer);
Wait(90000);
PreserveTrigger();
Comment("Northern Gate Spawn 0");
This is once the camp has been destroyed and the units spawn moves from the camp to the gate.
Accumulate(CurrentPlayer, Exactly, 0, Gas);
Bring(CurrentPlayer, Exactly, 1, Xel'Naga Temple, Senate);
Bring(CurrentPlayer, Exactly, 1, Barracks, Northern Barracks);
Bring(CurrentPlayer, Exactly, 0, Camp, Northern Camp);
Bring(CurrentPlayer, Exactly, 0, Gate, Northern Gate);
CreateUnit(8, Trooper, Northern Barracks Spawn, CurrentPlayer);
CreateUnit(1, Leader, Northern Barracks Spawn, CurrentPlayer);
Wait(90000);
PreserveTrigger();
Comment("Northern Barracks Spawn 0");
And this is when both the gate and the camp have been destroyed, and the barracks is the source of the spawn. The last 3 I posted were effecting 1 spawn point, but moving it as areas were destroyed, hence the requirements, and each one is a separate trigger. Switches may be helpful here, but I've never been good at using them.
If anyone can help, I would be very grateful. And just in case I have any further issues, player 1 has 10 camps total and will spawn roughly 7 units at each, though once his camps are destroyed, he will not have any gate or barracks to rely on to continue spawning that specific area's units. He also has a temple of sorts where his main units spawn, but I have not worked on player 1 as of yet, due to the error of player 7. Thanks for any help you give.
Right now I have it set up that if player 7 controls a X'nel Naga Temple (Or w/e), he spawns 9 units every 25000 milliseconds (1.5 minutes). I haven't timed it with a stopwatch, but it seems to do it's job well enough. However, sometimes it doesn't spawn at all and waits a few minutes, and I'm not sure if it is conflicting with another trigger.
I have a second and third spawn point up for player 7 as well (He has a total of 4 spawns, but I haven't coded the last until the first two work.) As it works now, I have these 3 additional spawns reliant of a few buildings exsisting, such as the Temple, a protoss structure, a Command Center and a barracks. In total, there are 3 barracks, 3 structures, 4 CCs (2 in the middile), and the single temple. These spawns, however, only spawn every 3 minutes for some reason, even though the trigger is nearly identical to that of the spawn at the temple.
The trigger looks like this for the temple:
Accumulate(CurrentPlayer, Exactly, 0, Gas);
Bring(CurrentPlayer, Exactly, 1, Xel'Naga Temple, Temple);
CreateUnit(8, Trooper, Temple Spawn, CurrentPlayer);
CreateUnit(1, Leader, Temple Spawn, CurrentPlayer);
SetResources(CurrentPlayer, Add, 1000, Ore);
Wait(90000);
PreserveTrigger();
Comment("Temple Spawn 0");
This is copied from "StarForge".
The trigger for the 2nd spawn looks like this:
Accumulate(CurrentPlayer, Exactly, 0, Gas);
Bring(CurrentPlayer, Exactly, 1, Xel'Naga Temple, Temple);
Bring(CurrentPlayer, Exactly, 1, Barracks, Northern Barracks);
Bring(CurrentPlayer, Exactly, 1, Camp, Northern Camp);
CreateUnit(8, Trooper, Northern Camp Spawn, CurrentPlayer);
CreateUnit(1, Leader, Northern Camp Spawn, CurrentPlayer);
Wait(90000);
PreserveTrigger();
Comment("Northern Camp Spawn 0");
This is when both the barracks and their camp exsists.
Accumulate(CurrentPlayer, Exactly, 0, Gas);
Bring(CurrentPlayer, Exactly, 1, Xel'Naga Temple, Temple);
Bring(CurrentPlayer, Exactly, 1, Barracks, Northern Barracks);
Bring(CurrentPlayer, Exactly, 0, Camp, Northern Camp);
Bring(CurrentPlayer, Exactly, 1, Gate, Northern Gate);
CreateUnit(8, Trooper, Northern Gate Spawn, CurrentPlayer);
CreateUnit(1, Leader, Northern Gate Spawn, CurrentPlayer);
Wait(90000);
PreserveTrigger();
Comment("Northern Gate Spawn 0");
This is once the camp has been destroyed and the units spawn moves from the camp to the gate.
Accumulate(CurrentPlayer, Exactly, 0, Gas);
Bring(CurrentPlayer, Exactly, 1, Xel'Naga Temple, Senate);
Bring(CurrentPlayer, Exactly, 1, Barracks, Northern Barracks);
Bring(CurrentPlayer, Exactly, 0, Camp, Northern Camp);
Bring(CurrentPlayer, Exactly, 0, Gate, Northern Gate);
CreateUnit(8, Trooper, Northern Barracks Spawn, CurrentPlayer);
CreateUnit(1, Leader, Northern Barracks Spawn, CurrentPlayer);
Wait(90000);
PreserveTrigger();
Comment("Northern Barracks Spawn 0");
And this is when both the gate and the camp have been destroyed, and the barracks is the source of the spawn. The last 3 I posted were effecting 1 spawn point, but moving it as areas were destroyed, hence the requirements, and each one is a separate trigger. Switches may be helpful here, but I've never been good at using them.
If anyone can help, I would be very grateful. And just in case I have any further issues, player 1 has 10 camps total and will spawn roughly 7 units at each, though once his camps are destroyed, he will not have any gate or barracks to rely on to continue spawning that specific area's units. He also has a temple of sorts where his main units spawn, but I have not worked on player 1 as of yet, due to the error of player 7. Thanks for any help you give.