Spawning units like in footie frenzy

  • Thread starter Thread starter georgie
  • Start date Start date
G

georgie

Guest
k i know this has probably been answered millions of times.. but yea...

How do i create units every 3 second @ a players start location while that player owns a certain building. Yeah juist like in footie frenzy, like if he owns a Orc Tier level 2 It creates hunters or w/e... how does one go about doing this?
 
Triggers?

Every 3 seconds of game time

For integer 1-# of players
-if that player # (player index) has a tier 1 building
--spawn this unit
-if that player # (player index) has a tier 2 building
--spawn this unit
...
...
 
k yeah im talking about triggers, and don't understand what you just said.. bare with me.. sorta new to the advanced trigger things (well to me this is advanced, and wait till i unload my ability questions!!!!)

k so could you please re-explain what you just said in liek simpler terms?
----------

Could someone please explain? the link rad gave me does not answer what i need to know..
 
Title?

georgie, you and i might be in the same boat (newbies)

Duwenbasden had it right, the logic is good, but i suspect you are looking for the actual trigger info?

i just did something similar, unfortunately i am at work so i don't have the editor in front of me

i will try to post later when i am home in front of editor
 
hey georgie
sorry so slow in posting, but i have limited internet at home
i got around this by bringing laptop to work :P
now i have internet AND editor

Code:
For each (Integer B) from 1 to 10, do (Actions)
            Loop - Actions
                Unit - Create 1 enemySpawn[intG] for (Player((Integer B))) at ((Player((Integer B))) start location) facing Default building facing degrees

replacing enemySpawn[intG] (i had an array of units) with whatever unit you want

here are a couple triggers i used, i hope this makes sense. the above trigger was actually cobbled together from these two:

Code:
For each (Integer A) from 1 to 8, do (Actions)
    Loop - Actions
        If (((Player((Integer A))) slot status) Equal to Is playing) then do (Melee Game - Create (Race of (Player((Integer A)))) starting units for (Player((Integer A))) at ((Player((Integer A))) start location) (Exclude Heroes)) else do (Do nothing)


If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    If - Conditions
        intB Greater than 9
    Then - Actions
        Set intC = (intB mod 10)
        Unit - Create 1 enemySpawn[intA] for Player 11 (Dark Green) at (Center of Region 011 <gen>) facing Default building facing degrees
        Unit - Order (Last created unit) to Attack-Move To (Random point in playerStarts <gen>)
        For each (Integer B) from 0 to intE, do (Actions)
            Loop - Actions
                If ((Integer B) Greater than 9) then do (Set intG = ((Integer B) - 10)) else do (Set intG = (Integer B))
                If ((Integer B) Greater than 9) then do (Set intG = ((Integer B) - 10)) else do (Set intG = (Integer B))
                Unit - Create 1 enemySpawn[intG] for Player 11 (Dark Green) at (Center of Region 011 <gen>) facing Default building facing degrees
                Unit - Order (Last created unit) to Attack-Move To (Random point in playerStarts <gen>)
    Else - Actions
        Unit - Create 1 enemySpawn[intA] for Player 11 (Dark Green) at (Center of Region 011 <gen>) facing Default building facing degrees
        Unit - Order (Last created unit) to Attack-Move To (Random point in playerStarts <gen>)


argh, back to work (lunch break is over) :banghead: i hope i've helped :)
 
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