However this line seems to be presenting a few problems:
UI - Display Wave Text[Current Wave Data[1]] for (Player group(1)) to Directive area
I click on Text Message so it says Display (Message) for blah blah blah... When I click on Message, the Variable [Current Wave Data] isn't in there. I'm thinking there's a Trigger under Function, but the closest I found was from Global Data Table
Array is 14, Constant is unchecked, Script Identifier is checked, Defines Default Value is unchecked, and in the bottom right corner it says ""
I used a String as the Type, but it still doesn't show within the Variables when I click on Message.
Player 1 Moves Civilian to Doodad
Events
Unit - Any Unit Enters Player 1 StartLevel
Local Variables
Conditions
(Owner of (Triggering unit)) == 1
(Unit type of (Triggering unit)) == Civilian (Male)
Actions
Unit - Move (Triggering unit) instantly to Player 1 Civ Start (No Blend)
Unit - Order (Triggering unit) to ( Stop) (Replace Existing Orders)
Unit - Create Current Wave Data[0] Wave Type[Current Wave Data[1]] for player 9 at Enemy Start 1 using default facing (No Options)
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[0] == 1
Then
UI - Display Wave Text[Current Wave Data[1]] for (Player group((Triggering player))) to Directive area
General - Wait 5.0 Real Time seconds
UI - Clear All Messages for (Player group((Triggering player)))
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Current Wave Data[1] mod 2) == 0
Then
Math - Cycle Current Wave Data[0] from 1 through 8
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[0] == 1
Then
Math - Cycle Current Wave Data[1] from 0 through 13
Else
Else
Variable - Set Current Wave Data[0] = 1
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[1] != 13
Then
Math - Cycle Current Wave Data[1] from 0 through 13
Else
Game - End game in Victory for player 1 (Show dialogs, Show score screen)
right,right, the triggering is all good, i can only say that i suspect your problem lies in having some multiple region enters, or other interferance.
What you need to do now is have those two variables display ingame, and write down their pattern, if both your origional trrigger and my new one are mis firing the same way, you should be able to find your problems source outside of the trigger.
@GeEom:
I presume the initial value for that "Wave Text" Variable is a Custom Script
I never work with custom script unless I need to find special variables.
This is ALL triggers.
@GeEom:
Huh? So how did you label it "" then?
@Mesden:
The closest I found what Unit Type from String ""
@GeEom:
My bad, I'm an idiot...
@GeEom:
However this line seems to be presenting a few problems:
UI - Display Wave Text[Current Wave Data[1]] for (Player group(1)) to Directive area
I click on Text Message so it says Display (Message) for blah blah blah... When I click on Message, the Variable [Current Wave Data] isn't in there. I'm thinking there's a Trigger under Function, but the closest I found was from Global Data Table
Have you created the variable yet?
if so it should be under the variable selection...
Make sure you have created the variable, and added its values to init.
Yeah I created a Global Variable:
Wave Text = "" <String[14]>
Array is 14, Constant is unchecked, Script Identifier is checked, Defines Default Value is unchecked, and in the bottom right corner it says ""
I used a String as the Type, but it still doesn't show within the Variables when I click on Message.
@Mesden: Go
hmmm :/ well firstly, make sure the spawn and everything is working fine, finnish the rest of the triggering.
Then if its still not working send it at me and I'll have a look
@GeEom:
Seems to be going 1 to 9 units and then sending the Boss, should be 1 - 8. Still doesn't display Round 1, Round 2, Round 3, (etc.)
@Mesden: Go
Working on some other stuff, will look within the hour.
Change the current wave text variable type to text from integer, then do this:
note the variable 8 in the cycle action, this means waves cycle to eight, not nine, as I thought you wanted initialy.
I would suggest you Rewrite the whole
That switch statment is an eye sore
Rewrite it so it does like lvl 1 then lvl 2 and then your boss level and then lvl 3 and lvl 4 and then boss level
and see if you can get that to work
The logic you are ussing here is whats broken.
@SouLCarveRR:
Heh, GeEom's is pretty advanced too, nice and complicating, but much shorter than what I did.
Tried Saving. Got this:
Script failed to compile: Implicit cast not allowed (See Trigger Editor for more details)
These are highlighted:
gv_waveText[0] = "Round 1: Marines";
gv_waveText[1] = "Boss; Tychus Findlay";
gv_waveText[2] = "Round 2: Zerglings";
gv_waveText[3] = "Boss: Ultralisk";
(Etc.)
Fixed. Nevermind.
I don't even know how to explain this one...
Start the level, the text is now showing as it should, but levels go really wonky... Like...
1 Marine, 1 Marine, 3 Marines, 4, 5, 6, 7, 8, Tychus, Tychus's Revenge,
2 Zerglings, 3 Lings, 4, 5, 6, 7, 8, Ultralisk, Ultralisk's Revenge, Return of the Ultralisk...
Player 1 Moves Civilian to Doodad
Events
Unit - Any Unit Enters Player 1 StartLevel
Local Variables
Conditions
(Owner of (Triggering unit)) == 1
(Unit type of (Triggering unit)) == Civilian (Male)
Actions
Unit - Move (Triggering unit) instantly to Player 1 Civ Start (No Blend)
Unit - Order (Triggering unit) to ( Stop) (Replace Existing Orders)
Unit - Create Current Wave Data[0] Wave Type[Current Wave Data[1]] for player 9 at Enemy Start 1 using default facing (No Options)
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[0] == 1
Then
UI - Display Wave Text[Current Wave Data[1]] for (Player group((Triggering player))) to Directive area
General - Wait 5.0 Real Time seconds
UI - Clear All Messages for (Player group((Triggering player)))
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
(Current Wave Data[1] mod 2) == 0
Then
Math - Cycle Current Wave Data[0] from 1 through 8
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[0] == 1
Then
Math - Cycle Current Wave Data[1] from 0 through 13
Else
Else
Variable - Set Current Wave Data[0] = 1
General - If (Conditions) then do (Actions) else do (Actions)
If
Current Wave Data[1] != 13
Then
Math - Cycle Current Wave Data[1] from 0 through 13
Else
Game - End game in Victory for player 1 (Show dialogs, Show score screen)
Bleh, I keep running into the same problem no matter how I look at it... an improper unit send-out
right,right, the triggering is all good, i can only say that i suspect your problem lies in having some multiple region enters, or other interferance.
What you need to do now is have those two variables display ingame, and write down their pattern, if both your origional trrigger and my new one are mis firing the same way, you should be able to find your problems source outside of the trigger.
@GeEom:
Ahh, so I have a Trigger somewhere outside of the one I just made that's interfering..?