Hey, I'm back.
As for your issue with wave 2 and 3 beginning at the same time, it is due to not having proper conditions to separate the two waves.
Here's a template for detecting the end of a wave, and how to start the next wave.
You should be using an integer variable to keep track of the rounds, and then use that variable accordingly.
Actually, problem, i copied your setup and after the intial 30 second setup wait, Footman spawn, then it instantly says wave cleared. It seems to be ignoring the "Event: Player Brown food equal to zero" Part.
There was a part in the first picture which told it to run "New Round" but its taken out in the picture, right now after footman nothing happens when they die
Yea my fault, I should have made it include wave 1, I hopeful that there wouldn't be an conflicts.
The spawn trigger needs to be changed so it includes the first wave, and then you'll just have to run it from the initialization trigger instead of directly spawning the units in that trigger.
I'll post the fix in minute.
Also I noticed in the spawn wave trigger, you were making it run the trigger that detects the end of the wave. That part wasn't necessary, and would cause issues if you left it in.
Edit: Oh wait, that was the problem you were describing. The wave-ended detection trigger will execute once brown's food becomes 0, so by running this trigger within the spawn wave trigger, you were making it execute early, in a sense.
This is up to you, but you can simplify the game message part by using variables like in my example. This way you don't need to make messages that are displayed only when Round is equal to a specific wave.
Also, if you store each wave's unit type in a variable and set the values in the initialization trigger, it would be easier to display the type of unit each round, as per my example.
I'm assuming you know how to use the Variables part of the trigger editor.
Well just open the variables window, and then create a new variable.
From the variable type drop box, scroll all the way and you will see Unit Type.
Also you'll have to give the variable an array, so check off the box which has "array" to the right.
After you've named it and finished creating the variable, you just set the variable (add a new action, then press the 's' key to access it quickly, then from there select the variable, and then you'll have to set the index since it has an array and then repeat this for each wave/unit type).
Look the event you have in Wave Ends.
Max food refers to how much food you have available to provide for units.
Food refers to how much of the max food is currently used.
Max food usually is initially 0, and will only increase when you build something like a farm, or moon well.
It won't trigger because brown will never have max food equal 1 (or anything other than 0).
It needs to be like this.
Player - Player 12 (Brown)'s Food used becomes Equal to 0.00
I'm thinking you have some kind of pre-placed unit for brown (player 12).
Is there anything that you can think of that would cause brown to have food from units other than what you spawn?
Perhaps try temporarily changing the spawned units to Neutral Hostile, and then change the event to detect when Neutral Hostile's food becomes 0, and see if that changes anything.
I'll look over the triggers again to make sure it's nothing on my end.
Edit: Yea, i just tested my triggers in game and everything is working as intended.
The latest triggers you posted (excluding that one event problem from earlier) are all as they should be, so I believe brown has food from something, and and causes the detection system to break.