N
nitram0606
Guest
Send Wave
Events
Time - WaveTimer expires
Conditions
Actions
-------- Next Wave --------
Set Wave = (Wave + 1)
-------- Victory / Defeat --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((This trigger) is on) Equal to False
Then - Actions
Skip remaining actions
Else - Actions
Set Bounty = (Min((5 + (Wave / 4)), 20))
Set BountyString = (+ + (String(Bounty)))
Set CreepType = (Random level Wave creep unit-type)
Player - Set Creepster handicap to 100.00%
Unit - Create 1 CreepType for Neutral Passive at (Center of Spawn bottom left <gen>) facing Default building facing degrees
Player - Set Creepster handicap to ((1.00 x (1.00 + 2.00)) / (Max life of (Last created unit)))%
Unit - Remove (Last created unit) from the game
Player - Set name of Creepster to (Wave + (String(Wave)))
Set WaveCurrentCount = (Min((8 + (Wave / 4)), 20))
-------- For number of units to summon --------
For each (Integer WaveIndexA) from 1 to LiveStartingValues, do (Actions)
Loop - Actions
Unit - Create 1 CreepType for Creepster at (Center of Spawn bottom left <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 1
Unit - Order (Last created unit) to Move To (Center of sbl 2 <gen>)
-------- Short break --------
Wait 0.50 seconds
-------- Next wave starts soon --------
Wait until ((Player 5 (Yellow) Food used) Equal to 0), checking every 1.00 seconds
Countdown Timer - Start WaveTimer as a One-shot timer that will expire in 7.50 seconds
I improvised it from a sample td on here, wondering if i changed something incorrectly. "Creepster" is the player 5 computer by the way.
So, I think the reason has to do with the fact that my computer player has no "food" so therefore perhaps cannot create the units, which require 1 food each for the trigger to work. My question is, how do i set Player5 food to be permanently at say, 100.
Events
Time - WaveTimer expires
Conditions
Actions
-------- Next Wave --------
Set Wave = (Wave + 1)
-------- Victory / Defeat --------
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((This trigger) is on) Equal to False
Then - Actions
Skip remaining actions
Else - Actions
Set Bounty = (Min((5 + (Wave / 4)), 20))
Set BountyString = (+ + (String(Bounty)))
Set CreepType = (Random level Wave creep unit-type)
Player - Set Creepster handicap to 100.00%
Unit - Create 1 CreepType for Neutral Passive at (Center of Spawn bottom left <gen>) facing Default building facing degrees
Player - Set Creepster handicap to ((1.00 x (1.00 + 2.00)) / (Max life of (Last created unit)))%
Unit - Remove (Last created unit) from the game
Player - Set name of Creepster to (Wave + (String(Wave)))
Set WaveCurrentCount = (Min((8 + (Wave / 4)), 20))
-------- For number of units to summon --------
For each (Integer WaveIndexA) from 1 to LiveStartingValues, do (Actions)
Loop - Actions
Unit - Create 1 CreepType for Creepster at (Center of Spawn bottom left <gen>) facing Default building facing degrees
Unit - Set the custom value of (Last created unit) to 1
Unit - Order (Last created unit) to Move To (Center of sbl 2 <gen>)
-------- Short break --------
Wait 0.50 seconds
-------- Next wave starts soon --------
Wait until ((Player 5 (Yellow) Food used) Equal to 0), checking every 1.00 seconds
Countdown Timer - Start WaveTimer as a One-shot timer that will expire in 7.50 seconds
I improvised it from a sample td on here, wondering if i changed something incorrectly. "Creepster" is the player 5 computer by the way.
So, I think the reason has to do with the fact that my computer player has no "food" so therefore perhaps cannot create the units, which require 1 food each for the trigger to work. My question is, how do i set Player5 food to be permanently at say, 100.