Spawning

Jscooby

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Trigger:
  • Pheasants
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Game - Display to (All players) for 10.00 seconds the text: You have 30 seconds...
      • Wait 30.00 seconds
      • Set TempPoint = (Center of Region 006 <gen>)
      • Set TempPoint2 = (Center of Region 009 <gen>)
      • Unit - Create 5 Peasant for Player 10 (Light Blue) at TempPoint facing 270.00 degrees
      • Unit Group - Order (Last created unit group) to Attack-Move To TempPoint2
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Set TempPoint = (Center of Region 007 <gen>)
      • Unit - Create 5 Peasant for Player 10 (Light Blue) at TempPoint facing 270.00 degrees
      • Unit Group - Order (Last created unit group) to Attack-Move To TempPoint2
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Set TempPoint = (Center of Region 008 <gen>)
      • Unit - Create 5 Peasant for Player 10 (Light Blue) at TempPoint facing 270.00 degrees
      • Unit Group - Order (Last created unit group) to Attack-Move To TempPoint2
      • Custom script: call RemoveLocation(udg_TempPoint)
      • Custom script: call RemoveLocation(udg_TempPoint2)


I have that trigger so far for have the first level of my defense.

What could I use for a new event saying when all pheasants have died start these actions.

Thanks.
 

skyblader

You're living only because it's illegal killing.
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Create a new trigger.

Trigger:
  • Untitled Trigger 001
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Triggering unit)) Equal to Peasant
    • Actions
      • Game - Display to (Player group((Owner of (Triggering unit)))) the text: Your peasant has di...
 

keeper77

New Member
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Trigger:
  • Sample
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Number of units in (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Peasant) and (((Matching unit) is alive) Equal to True)))) Equal to 0
    • Actions

I'm not sure if you just wanted an event, but here is using an event and condition to trigger when all peasents are dead.

edit: woops didn't see you there skyblade o_O
 

skyblader

You're living only because it's illegal killing.
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Oh crap... didn't read the question properly.. my bad. Getting too tired I suppose.
 

jomik

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keeper77 yours wont work :D
Since it'll still pick up peasants thats dead. So unless you remove units when they die, and then do a check, that wont fire. But just add a third condition. Unit - Is Alive :D
 

Jscooby

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@skyblade:

I don't believe that's what I need...

What I want, is when all the pheasants have died, meaning all 15 of them that have spawned that have died will start a new trigger, but I don't know how to make the event so it recognizes all the pheasants have died.

Your trigger is saying when one pheasant dies it will put out a game message..

EDIT: keeper77, looks like yours might work, let me try.
 

keeper77

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Ah your right, my bad, always forget the units still are counted after being dead. Thanks for catching that Jomik :D

edit: be sure to use the up to date one thanks to Jomik, it should work
 

Jscooby

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I'm quite a noob to triggers, and sometimes have difficulties finding where I can find the certain line.

So for your condition line, what is that under..? Unit-type Comparison?

EDIT: Annnd I found it! Interger comparison
 

jomik

New Member
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17
I belive you should go for 1 ands
and then fill in the 2 conditions.
Might be easier to do it in 2 seperate conditions.
Well, it does actually leak. I'll put up a demo map for ya :D

Trigger:
  • All peasants dead
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Set tempGroup = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Peasant) and (((Matching unit) is alive) Equal to True)))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in tempGroup) Less than or equal to 0
        • Then - Actions
          • Custom script: call DestroyGroup(udg_tempGroup)
          • -------- Do Actions --------
        • Else - Actions
          • Custom script: call DestroyGroup(udg_tempGroup)
          • -------- Do Nothing --------
 

Attachments

  • Unit Check.w3x
    16.3 KB · Views: 210

keeper77

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Hmm... I'm still learning day by day, but I thought that you can only leak unit groups by actions, not conditions, but I guess I know now :D, thanks.
 

Jscooby

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Is there any easy way to copy and paste jomiks trigger into world editor either from here or the map he uploaded? o.0
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
From the map he uploaded, yes. Not from here. You'll have to put all the triggers into 1 category, and copy the category. Open up your map, and paste it in. Unless you want to export and import, but you would lose all your other triggers.
 

Jscooby

New Member
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Nevermind then.


Ugh I almost have this second line done but I can't figure out on how to get:

Trigger:
  • (((Matching unit) is alive) Equal to True)))


Instead what I have is:

Trigger:
  • Set tempGroup = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Peasant) and (((Unit-type of (Matching unit)) is A structure) Equal to True)))


EDIT: That first trigger quote is from the full:

Trigger:
  • Set tempGroup = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Peasant) and (((Matching unit) is alive) Equal to True)))
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
Condition type > Boolean > (Click triggering unit is a structure) Select "Unit is alive" instead.
 

Komaqtion

You can change this now in User CP.
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469
@ Jomik's trigger: Don't put this line in the "Else" section, you should put it outside the whole if, or it'll still leak sometimes ;)
Trigger:
  • Custom script: call DestroyGroup(udg_tempGroup)
 

Jscooby

New Member
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Where do I find the Do Actions, and my "Do Nothing" does not look the same as his script. It does not have that -----'s.

This is what I have so far.

I put the...

Trigger:
  • Custom script: call DestroyGroup(udg_tempGroup)


On the outside like you made it sound, look correct?

Trigger:
  • Shade2 TD
    • Events
      • Unit - A unit Dies
    • Conditions
    • Actions
      • Set tempGroup = (Units in (Playable map area) matching (((Unit-type of (Matching unit)) Equal to Peasant) and (((Matching unit) is alive) Equal to True)))
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Number of units in tempGroup) Less than or equal to 0
        • Then - Actions
        • Else - Actions
      • Custom script: call DestroyGroup(udg_tempGroup)
      • Custom script: call DestroyGroup(udg_tempGroup)
 

skyblader

You're living only because it's illegal killing.
Reaction score
159
Don't double post, use the edit button. And yes, the custom scripts are placed correctly. But why is the Then - Actions empty?
 
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