TD Help, Summoning Waves With A skill/sound

Metallica-

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I cant seem to figure this out, I need the creeps to spawn when a sound or a skill is cast/playted.

This is what I have, but they lik,e summon at the start of the game all at once..

any advice?

Trigger:
  • Spawns Red
    • Events
      • Map initialization
    • Conditions
    • Actions
      • Unit - Create 12 Scout (Level 1) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Footman (Level 2) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Archers (Level 3) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Raider (Level 4) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Ghoul (Level 5) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Knight (Level 6) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Huntress (Level 7) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Tauren (Level 8) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Abomination (Level 9) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Rifleman (Level 10) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Troll Headhunter (Level 11) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Glaive Throwers (Level 12) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Mortar Team (Level 13) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Hippogryph (Level 14) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Demolisher (Level 15) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Meat Wagon (Level 16) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Crypt Fiend (Level 17) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Flying Machine (Level 18) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Chimaera (Level 19) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Kodo Beast (Level 20) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Druid of the Talon (Level 21) (Night Elf Form) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Gargoyle (Level 22) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Troll Witch Doctor (Level 23) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Priest (Level 24) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Spell Breaker (Level 25) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Shaman (Level 26) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Banshee (Level 27) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Mountain Giant (Level 28) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Bear (Level 29) (Level 4) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Beserk Quilbeast (Level 30) (Level 4) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
      • Wait until ((Ability being cast) Equal to Summon Creeps ), checking every 0.10 seconds
      • Unit - Create 12 Firelord (Boss) for Player 12 (Brown) at (Center of Player Red Spawn <gen>) facing Default building facing degrees
 

SGT Vejito

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You'll need to create seperate triggers for each of your waves, having them all in one dosen't work properly.

For the first wave you can start at map init, then create your first wave. You'll also want to create an integer to keep track of the level your currently on, which will increase by 1 each level:

Trigger:
  • Wave 1
    • Events
      • Time - Elapsed game time is 0.10 seconds
    • Conditions
    • Actions
      • Unit - Create 12 Scout for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
      • Set LevelCounter = 1


Trigger:
  • Wave 2
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • And - All (Conditions) are true
        • Conditions
          • LevelCounter Equal to 1
          • (Ability being cast) Equal to Summon Creeps
    • Actions
      • Unit - Create 12 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
      • Set LevelCounter = 2


etc.

This way, you'll have 31 triggers that go off of units casting an ability, however only the correct one will trigger because of the LevelCounter variable.
 

Gtam

Lerning how to write and read!! Yeah.
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Dont use map instilisation use game time past 0.10 sec
 

Metallica-

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Trigger:
  • Conditions
    • And - All (Conditions) are true
      • Conditions
        • LevelCounter Equal to 1
        • (Ability being cast) Equal to Summon Creeps


Ok, how Do I do this? Like, what is it under?
 

SGT Vejito

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inside of conditions look for And (Multiple Conditions) that'll give you the And - All (Conditions) are true

LevelCounter equal to 1 is a Set Variable Condition, you'll need to manually create a variable as well as set it off the beginning, the variable you want to make is an Integer

(Ability being cast) is an ability comparison, you'll find it in the dropdown box.
 

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luluzluzluzul

well, it doesnt need to necessarily be individual triggers >.> you could have one bigass thing :p illshows yew:

for each wave the "if all conditions true then do actions else do else actions" is repeated.

just set the cd of the spell to the time you want to have inbetween waves :]

oh and i trust yew know how to make another variable to make the units spawn for owner of casting unit ;]

variables needed:
player_spawn~integer with an array of 12
Trigger:
  • Untitled Trigger 009
    • Events
      • Unit - A unit Begins channeling an ability
    • Conditions
      • (Ability being cast) Equal to summon t3h creeps
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • player_spawn[(Player number of (Owner of (Casting unit)))] Equal to 0
        • Then - Actions
          • Unit - Create 1 Footman for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
          • Set player_spawn[(Player number of (Owner of (Casting unit)))] = 1
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • player_spawn[(Player number of (Owner of (Casting unit)))] Equal to 1
        • Then - Actions
          • Unit - Create 1337 Footman for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
          • Set player_spawn[(Player number of (Owner of (Casting unit)))] = 2
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • player_spawn[(Player number of (Owner of (Casting unit)))] Equal to 2
        • Then - Actions
          • Unit - Create 1337 Footman for Player 12 (Brown) at (Center of (Playable map area)) facing Default building facing degrees
          • Set player_spawn[(Player number of (Owner of (Casting unit)))] = 3
        • Else - Actions
 

Metallica-

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inside of conditions look for And (Multiple Conditions) that'll give you the And - All (Conditions) are true

LevelCounter equal to 1 is a Set Variable Condition, you'll need to manually create a variable as well as set it off the beginning, the variable you want to make is an Integer

(Ability being cast) is an ability comparison, you'll find it in the dropdown box.

Im having ALOT of troubles, Do you have a messenger service?
Preferably MSN, If you could tell me it would be much appreciated, If you dont jsut say, I will tell you everything im having problems with on forums.
 

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hmm i gots aim?
atkthisifurgay
better yet...gime a sec, ill make a small tut map and upload to media fire

edit-lulz nvm veg got it ;]
 

SGT Vejito

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This attachment might help you, I've written the first 3 waves, using what I had written down previously for you to use to get an idea of what it can look like.

If you're still encountering problems, I'd be more then willing to keep trying to help, I don't use MSN, but if you have google chat I do use that ([email protected])

if not we can try to work it out over these forums still.
 

Attachments

  • WaveCounters.w3x
    16.3 KB · Views: 150

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hey vej, couple quick Q... why use an initial spawn?(first one starts automatically) >.> and why use a bajilion triggers? :/
 

Metallica-

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This attachment might help you, I've written the first 3 waves, using what I had written down previously for you to use to get an idea of what it can look like.

If you're still encountering problems, I'd be more then willing to keep trying to help, I don't use MSN, but if you have google chat I do use that ([email protected])

if not we can try to work it out over these forums still.

Sent invite
 

SGT Vejito

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eh, personal preference for me I think.

I think that individual triggers are easier to sort through, for example. In my map I have 30 waves, each wave has 4 seperate triggers (120 triggers total) and in each of those 4 triggers is between 6 and 18 (usually 12) different unit - create commands.

Trying to stick all of them in a single thread would make it take ages to sort through to find a specific wave and trigger, instead I can just go to the wave folder, and click on one of the 4 triggers to get where I need to.


Like I said though, personal preference, they both achieve the exact same thing.


As for using an initial spawn, what do you mean?
 

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wait....i think i have a wrong understanding of what this td is about. is it like solo green td where you have the -go command (or something similar ie an ability) or is it waves that you dont control?
 

SGT Vejito

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it's self controlled waves from my understanding, you use an ability to trigger each additional wave.
 

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all right, if so then why have the first wave initially triggerd? shoulnt it be alike to every other wave:

Trigger:
  • unit starts ability
    • then do w/e
 
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