What's wrong with these triggers?

  • Thread starter Thread starter Jabos
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Jabos

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*topic*

Code:
Timer
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        Countdown Timer - Start NextLevelTimer as a One-shot timer that will expire in 15.00 seconds
        Countdown Timer - Change the title of (Last created timer window) to Next Level in:
        Countdown Timer - Show (Last created timer window)
        Trigger - Turn on Spawn <gen>
        Trigger - Turn off (This trigger)

Code:
Moo
    Events
        Unit - A unit Finishes construction
    Conditions
        (Unit-type of (Constructed structure)) Equal to Toybox
    Actions
        Unit - Create 1 Moo[(Random integer number between 1 and 3)] for (Owner of (Constructed structure)) at ((Owner of (Constructed structure)) start location) facing Default building facing degrees
 
Code:
Untitled Trigger 001
    Events
        Time - Elapsed game time is 1.00 seconds
    Conditions
    Actions
        Countdown Timer - Start timer01 as a One-shot timer that will expire in 15.00 seconds
        Countdown Timer - Create a timer window for (Last started timer) with title Time till spawn
        Countdown Timer - Show (Last created timer window)
        Trigger - Turn on Spawn <gen>
\

2nd one just remove the random integer part, its redundent.
 
did you set moo 1,2 and 3?
 
Sqrage: That trigger won't work since I got 3 triggers that turns eachother on and themselves off that go in a circle (timer > spawn > check if 0 > Timer). And how can I make so you get one random of the 3 without random integer?

Agent: Yes I did (Map Initzialization)

Toc: No idea, you tell me :D
 
hmm, try making it spawn at location of contructed structure? if you want it to be AT the point where starting location is, make a region there and have them spawn in the region. and random integer makes perfect sense, what the heck are you guys talking about?

For the second, if you want it to run at a certain time, then just have it have no events, and have another trigger run it.
 
Is there a problem with the triggers? Ex: What happens when you run them, that is not supposed to happen.

Also, you may want to try making the trigger be run by another trigger instead, and just delete the event.

Just so you know, start locations do not work. Sometimes, they'll go to the wrong player's start location, so you may want to create regions, and set them in an array.
 
The timer window doesn't show up, does it?
You need to create a timer window before you show it.
 
Jabos said:
Code:
Timer
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        Countdown Timer - Start NextLevelTimer as a One-shot timer that will expire in 15.00 seconds
        Countdown Timer - Change the title of (Last created timer window) to Next Level in:
        Countdown Timer - Show (Last created timer window)
        Trigger - Turn on Spawn <gen>
        Trigger - Turn off (This trigger)

if the timer doesnt show its cause youre not letting it. It creating a timer than instantly turning off the trigger wich would make the timer go away(i think) so do wait 15 seconds before you do turn off this trigger
 
Jabos said:
Code:
Timer
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        Countdown Timer - Start NextLevelTimer as a One-shot timer that will expire in 15.00 seconds
        Countdown Timer - Change the title of (Last created timer window) to Next Level in:
        Countdown Timer - Show (Last created timer window)
        [B]Trigger - Turn on Spawn <gen>
        Trigger - Turn off (This trigger)[/B]
Did you not see this? (bold) it turns itself off. Please show the triggers the turn this on, the spawning triggers, and tell us EXACTLY what is going wrong.
 
Ok I'll show the 3 triggers

Code:
Timer
    Events
    Conditions
    Actions
        Countdown Timer - Start NextLevelTimer as a One-shot timer that will expire in 15.00 seconds
        Countdown Timer - Create a timer window for (Last started timer) with title Next Level in:
        Countdown Timer - Show (Last created timer window)
        Trigger - Turn on Spawn <gen>
        Trigger - Turn off (This trigger)

Code:
Spawn
    Events
        Time - NextLevelTimer expires
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Level Equal to 1
            Then - Actions
                Leaderboard - Change the title of (Last created leaderboard) to (|cff8B4726Duckberg|r |cff7777aaTD|r  - |cff7777aaLevel|r  |cffffcc00 + ((String(Level)) + |r))
                Unit - Create (SpawnPerRound / 5) Pluto for Player 12 (Brown) at (Center of Spawn Red <gen>) facing Default building facing degrees
                Unit - Create (SpawnPerRound / 5) Pluto for Player 12 (Brown) at (Center of Spawn Teal <gen>) facing Default building facing degrees
                Unit - Create (SpawnPerRound / 5) Pluto for Player 12 (Brown) at (Center of Spawn Purple <gen>) facing Default building facing degrees
                Unit - Create (SpawnPerRound / 5) Pluto for Player 12 (Brown) at (Center of Spawn Orange <gen>) facing Default building facing degrees
                Unit - Create ((SpawnPerRound / 5) / 2) Pluto for Player 12 (Brown) at (Center of Blue Spawn 1 <gen>) facing Default building facing degrees
                Unit - Create ((SpawnPerRound / 5) / 2) Pluto for Player 12 (Brown) at (Center of Blue Spawn 2 <gen>) facing Default building facing degrees
                Set Level = (Level + 1)
                Trigger - Turn on End Turn <gen>
                Trigger - Turn off (This trigger)
            Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        Level Equal to 2
                    Then - Actions
                        Leaderboard - Change the title of (Last created leaderboard) to (|cff8B4726Duckberg|r |cff7777aaTD|r  - |cff7777aaLevel|r  |cffffcc00 + ((String(Level)) + |r))
                        Set Level = (Level + 1)
                        Trigger - Turn on End Turn <gen>
                        Trigger - Turn off (This trigger)
                    Else - Actions
Code:
End Turn
    Events
        Unit - A unit Dies
    Conditions
        (Owner of (Triggering unit)) Equal to Player 12 (Brown)
        (Number of units in (Units in (Entire map) owned by Player 12 (Brown))) Equal to 0
    Actions
        Trigger - Turn on Timer <gen>
        Trigger - Turn off (This trigger)

and yes, the timer doesnt show
 
Erm... Random_Int is bugged...
It depends on gametime, not real time or sth like that. That means if you make it find a random integer on a time event, ie: Elapsed time 1.00 it will always find the same random number. Therefore, make a player turn on the trigger. That should make it random enough (as no human player can press the key at the excat same time over and over, and the computer will work random, since other processes may delay it a bit)

Sry if i went a bit off topic, but someone said it worked perfect, and i had to make sure everyone was aware of this fact :-)

- Scarzzurs
 
Hmm... then I wonder what this is? :confused:

Start NextLevelTimer as a One-shot timer that will expire in 15.00 seconds

Edit - I fixed the unit spawn awhile ago, can't remember what I did but it works now (think it was that I changed Constructed to upgraded) so only the timer is not working now, but thanks anyways :D
 
for the timer, instead of having a periodic time just have an elapsed time, get rid of the turn off this trigger and where you have turn on timer, make that into run timer (ignoring conditions).
 
Ok, My old spawn trigger just spawned them at a spot, which made them stuck into eachother, so I tried to make a trigger that spawn them every 1 second, but it didnt work. the triggers are still the same exept that I got a trigger between timer and spawn

Code:
Spawn
    Events
        Time - Every 1.00 seconds of game time
    Conditions
    Actions
        Countdown Timer - Hide (Last created timer window)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                Level Equal to 1
            Then - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        RedSpawn Less than (SpawnPerLevel / 5)
                    Then - Actions
                        Unit - Create 1 Pluto for Player 12 (Brown) at (Center of Red Spawn <gen>) facing Default building facing degrees
                        Set RedSpawn = (RedSpawn + 1)
                    Else - Actions
                        Do nothing
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        BlueSpawn2 Less than ((SpawnPerLevel / 5) / 2)
                    Then - Actions
                        Unit - Create 1 Pluto for Player 12 (Brown) at (Center of Blue Spawn 2 <gen>) facing Default building facing degrees
                        Set BlueSpawn2 = (BlueSpawn2 + 1)
                    Else - Actions
                        Do nothing
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        TealSpawn Less than (SpawnPerLevel / 5)
                    Then - Actions
                        Unit - Create 1 Pluto for Player 12 (Brown) at (Center of Teal Spawn <gen>) facing Default building facing degrees
                        Set TealSpawn = (TealSpawn + 1)
                    Else - Actions
                        Do nothing
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        PurpleSpawn Less than (SpawnPerLevel / 5)
                    Then - Actions
                        Unit - Create 1 Pluto for Player 12 (Brown) at (Center of Purple Spawn <gen>) facing Default building facing degrees
                        Set PurpleSpawn = (PurpleSpawn + 1)
                    Else - Actions
                        Do nothing
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        OrangeSpawn Less than (SpawnPerLevel / 5)
                    Then - Actions
                        Unit - Create 1 Pluto for Player 12 (Brown) at (Center of Orange Spawn <gen>) facing Default building facing degrees
                        Set OrangeSpawn = (OrangeSpawn + 1)
                    Else - Actions
                        Do nothing
                Set Level = (Level + 1)
                Player - Set Player 12 (Brown) Food used to SpawnPerLevel
                Trigger - Turn on End Turn <gen>
            Else - Actions
                Do nothing
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                BlueSpawn1 Less than ((SpawnPerLevel / 5) / 2)
            Then - Actions
                Unit - Create 1 Pluto for Player 12 (Brown) at (Center of Blue Spawn 1 <gen>) facing Default building facing degrees
                Set BlueSpawn1 = (BlueSpawn1 + 1)
            Else - Actions
                Do nothing
Code:
Timer to Spawn
    Events
        Time - NextLevel expires
    Conditions
    Actions
        Trigger - Turn on Spawn <gen>
        Trigger - Turn off (This trigger)

It spawns one creep at red but nothing on the others, why is that?
 
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