Spawning Creeps

sionts

New Member
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0
I'm having a creep spawning issue here, after you kill all the units bandit and brigand in the first 2 regions the next creeps don't spawn.

Here is the trigger.
Code:
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
    Destructible - Close West_Gate[Spawn_Number]
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        If - Conditions
            Spawn_Number Equal to 3
        Then - Actions
            Set Spawn_Number = 1
        Else - Actions
            Set Spawn_Number = (Spawn_Number + 1)
    Destructible - Open West_Gate[Spawn_Number]
    Set Spawn_Type_Number = (Spawn_Type_Number + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        If - Conditions
            (Number of units in West_Creeps) Greater than or equal to 8
        Then - Actions
            Do nothing
        Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    (Number of units in West_Creeps) Greater than or equal to 4
                Then - Actions
                    For each (Integer A) from 1 to (8 - (Number of units in West_Creeps)), do (Actions)
                        Loop - Actions
                            Unit - Create 1 Spawn_Type_West[Spawn_Type_Number] for Neutral Hostile at West_Spawn_Point[Spawn_Number] facing 180.00 degrees
                            Unit Group - Add (Last created unit) to West_Creeps
                            Unit - Order (Last created unit) to Attack-Move To West_Move_Point[Spawn_Number]
                Else - Actions
                    For each (Integer A) from 1 to 4, do (Actions)
                        Loop - Actions
                            Unit - Create 1 Spawn_Type_West[Spawn_Type_Number] for Neutral Hostile at West_Spawn_Point[Spawn_Number] facing 180.00 degrees
                            Unit Group - Add (Last created unit) to West_Creeps
                            Unit - Order (Last created unit) to Attack-Move To West_Move_Point[Spawn_Number]

The creeps have been set in the map initilization

Code:
Set Spawn_Type_West[1] = Bandit
Set Spawn_Type_West[2] = Brigand
Set Spawn_Type_West[3] = Rogue
Set Spawn_Type_West[4] = Assassin
Set Spawn_Type_West[5] = Enforcer
Set Spawn_Type_West[6] = Bandit Lord
 

SFilip

Gone but not forgotten
Reaction score
634
your trigger has no events...you need at least one in order to run it.
or is there some other trigger that does that?
 

SFilip

Gone but not forgotten
Reaction score
634
if a unit dies he will still be considered to be in the region where he died.
 

AceHart

Your Friendly Neighborhood Admin
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1,495
Every 5 seconds, you are running this test:
(Number of units in West_Creeps) Greater than or equal to 8

And, if there's at least 8 of them in that group, nothing happens.


If the group is empty the first time this trigger runs, you end in the very last "else",
which will add 4 units to the group.
5 seconds later, you're still below 8, but above 4, you'll add another 4 units to the group, totalling 8.

After that, nothing will happen anymore, unless the number of units in that group falls to 7 or less.

However, just because the unit is dead, does not mean it's also removed from your group.
A dead unit is a unit too.

They do disappear from groups once dead, but it takes forever... much longer than just the decaying bones on the ground.


You can greatly speed up the waiting time with a simple trigger:

Event:
- A unit dies
Conditions:
- ((Dying unit) is in Group) equal to true
Actions:
- Unit group - Remove (Dying unit) from Group



And, Spawn_Number should be left alone.
Remove it from this trigger.
Because, that number will change every 5 seconds...



Actually, based on that little trigger up here, why not use that one to spawn new ones?
By adding some "If number of units in Group ..." after removing them?
You would have to fill the group with something the very first time, but, after that, it would run pretty much automatically.
And without having to test every 5 seconds...
 

sionts

New Member
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0
>And, Spawn_Number should be left alone.
Remove it from this trigger.
Because, that number will change every 5 seconds...

If this is what you meen.

Code:
Events
Time - Every 5.00 seconds of game time
Conditions
Actions
    Destructible - Close West_Gate[Spawn_Number]
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        If - Conditions
            Spawn_Number Equal to 3
        Then - Actions
            [B][U]Set Spawn_Number = 1[/U][/B]>>>>>>>>[B]REMOVE THIS[/B]?
        Else - Actions
           [B][U]Set Spawn_Number = ((Spawn_Number + 1) mod 3)[/U][/B]>>>>>[B]REMOVE THIS[/B]?
    Destructible - Open West_Gate[Spawn_Number]
    Set Spawn_Type_Number = (Spawn_Type_Number + 1)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        If - Conditions
            (Number of units in West_Creeps) Greater than or equal to 7
        Then - Actions
            Do nothing
        Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                If - Conditions
                    (Number of units in West_Creeps) Greater than or equal to 4
                Then - Actions
                    For each (Integer A) from 1 to (8 - (Number of units in West_Creeps)), do (Actions)
                        Loop - Actions
                            Unit - Create 1 Spawn_Type_West[Spawn_Type_Number] for Neutral Hostile at West_Spawn_Point[Spawn_Number] facing 180.00 degrees
                            Unit Group - Add (Last created unit) to West_Creeps
                            Unit - Order (Last created unit) to Attack-Move To West_Move_Point[Spawn_Number]
                Else - Actions
                    For each (Integer A) from 1 to 4, do (Actions)
                        Loop - Actions
                            Unit - Create 1 Spawn_Type_West[Spawn_Type_Number] for Neutral Hostile at West_Spawn_Point[Spawn_Number] facing 180.00 degrees
                            Unit Group - Add (Last created unit) to West_Creeps
                            Unit - Order (Last created unit) to Attack-Move To West_Move_Point[Spawn_Number]

Would i need to have this.
Code:
Dead units

Events
Unit - A unit Dies
Conditions
    ((Dying unit) is in West_Creeps) Equal to True
Actions
    Unit Group - Remove (Dying unit) from West_Creeps
In a order or have run "Trigger - Run Dead units <gen> (checking conditions)"

Or could you give me an example?
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
The problem here is that your system needs a periodic event.
And, testing for empty unit-groups is not a very good idea, unless you actually remove the units by hand when they die.


You're currently changing Spawn_Number every 5 seconds.
It should only change at the beginning of a new wave.


You create a couple units, according to the current wave number.
Then either wait for that player's food to become 0,
or, put them all in a unit group, and use a trigger that empties the group whenver "a unit dies".

If the group is empty, or the player doesn't use any food anymore,
add 1 to your wave number, and spawn the next couple units.
 
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