Yeah the most likely problem is having multiple instanceas of the trigger running, if you make a boolean prevention (read above) that would be sorted.
If that doesnt work... ugh, find someone willing to look though all your triggers and source interferance.
Quote from GeEom:
Yeah the most likely problem is having multiple instanceas of the trigger running, if you make a boolean prevention (read above) that would be sorted. If that doesnt work... ugh, find someone willing to look though all your triggers and source interferance.
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Yeah this is DEFINITELY something wrong with either the Map Initialization Triggers or the Trigger you wrote out for me. I just went into the Map Editor and disabled every Trigger except the "Map Initialization" Trigger and the "Player 1 Moves Civilian to Doodad" Trigger, and the Levels are still messed up. Either that or one of my Global Variables is incorrect.
Map Initialization
Events
Game - Map initialization
Local Variables
Conditions
Actions
Player - Make player 9 and player 10 treat each other as Ally With Shared Vision
Player - Make player 9 and player 11 treat each other as Ally With Shared Vision
Player - Make player 10 and player 11 treat each other as Ally With Shared Vision
Camera - Pan the camera for player 1 to (Center of Player 1 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 2 to (Center of Player 2 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 3 to (Center of Player 3 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 4 to (Center of Player 4 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 5 to (Center of Player 5 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 6 to (Center of Player 6 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 7 to (Center of Player 7 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 8 to (Center of Player 8 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Unit - Create 1 Civilian (Male) for player 1 at Player 1 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 2 at Player 2 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 3 at Player 3 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 4 at Player 4 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 5 at Player 5 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 6 at Player 6 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 7 at Player 7 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 8 at Player 8 Civ Start using default facing (No Options)
Variable - Set Wave Type[0] = Marine
Variable - Set Wave Type[1] = Tychus Findlay (Commando)
Variable - Set Wave Type[2] = Zergling
Variable - Set Wave Type[3] = Ultralisk
Variable - Set Wave Type[4] = Zealot
Variable - Set Wave Type[5] = Immortal
Variable - Set Wave Type[6] = Sentry
Variable - Set Wave Type[7] = Aberration
Variable - Set Wave Type[8] = Pygalisk
Variable - Set Wave Type[9] = Tosh (Unit)
Variable - Set Wave Type[10] = High Templar
Variable - Set Wave Type[11] = Battlecruiser
Variable - Set Wave Type[12] = Mutalisk
Variable - Set Wave Type[13] = Overseer
Variable - Set Wave Text[0] = "Round 1: Marines"
Variable - Set Wave Text[1] = "Boss: Tychus Findlay"
Variable - Set Wave Text[2] = "Round 2: Zerglings"
Variable - Set Wave Text[3] = "Boss: Ultralisk"
Variable - Set Wave Text[4] = "Round 3: Zealots"
Variable - Set Wave Text[5] = "Boss: Immortal"
Variable - Set Wave Text[6] = "Round 4: Senries"
Variable - Set Wave Text[7] = "Boss: Aberration"
Variable - Set Wave Text[8] = "Round 5: Pygalisks"
Variable - Set Wave Text[9] = "Boss: Tosh"
Variable - Set Wave Text[10] = "Round 6: High Templars"
Variable - Set Wave Text[11] = "Boss: Battlecruiser"
Variable - Set Wave Text[12] = "Round 7: Mutalisks"
Variable - Set Wave Text[13] = "Boss: Overseer"
Variable - Set Current Wave Data[0] = 1
Or the Triggers you wrote out:
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)
You Could just make a A global boolean Called "LevelActive"
Have a condition that say LevelActive = false before proceding to spawn the wave
after you create the wave set this to true
after the wave is destroyed set it back to false so the next level can procede.
Yeah the most likely problem is having multiple instanceas of the trigger running, if you make a boolean prevention (read above) that would be sorted. If that doesnt work... ugh, find someone willing to look though all your triggers and source interferance.
@SouLCarveRR:
Uhh, I got the gist of the first half of that but the second half of it I'm a little lost.
Quote from GeEom:
Yeah the most likely problem is having multiple instanceas of the trigger running, if you make a boolean prevention (read above) that would be sorted. If that doesnt work... ugh, find someone willing to look though all your triggers and source interferance.
----
Yeah this is DEFINITELY something wrong with either the Map Initialization Triggers or the Trigger you wrote out for me. I just went into the Map Editor and disabled every Trigger except the "Map Initialization" Trigger and the "Player 1 Moves Civilian to Doodad" Trigger, and the Levels are still messed up. Either that or one of my Global Variables is incorrect.
Map Initialization
Events
Game - Map initialization
Local Variables
Conditions
Actions
Player - Make player 9 and player 10 treat each other as Ally With Shared Vision
Player - Make player 9 and player 11 treat each other as Ally With Shared Vision
Player - Make player 10 and player 11 treat each other as Ally With Shared Vision
Camera - Pan the camera for player 1 to (Center of Player 1 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 2 to (Center of Player 2 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 3 to (Center of Player 3 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 4 to (Center of Player 4 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 5 to (Center of Player 5 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 6 to (Center of Player 6 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 7 to (Center of Player 7 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Camera - Pan the camera for player 8 to (Center of Player 8 Civ Start) over 0.0 seconds with Existing Velocity% initial velocity, 10% deceleration, and Do Not use smart panning
Unit - Create 1 Civilian (Male) for player 1 at Player 1 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 2 at Player 2 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 3 at Player 3 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 4 at Player 4 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 5 at Player 5 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 6 at Player 6 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 7 at Player 7 Civ Start using default facing (No Options)
Unit - Create 1 Civilian (Male) for player 8 at Player 8 Civ Start using default facing (No Options)
Variable - Set Wave Type[0] = Marine
Variable - Set Wave Type[1] = Tychus Findlay (Commando)
Variable - Set Wave Type[2] = Zergling
Variable - Set Wave Type[3] = Ultralisk
Variable - Set Wave Type[4] = Zealot
Variable - Set Wave Type[5] = Immortal
Variable - Set Wave Type[6] = Sentry
Variable - Set Wave Type[7] = Aberration
Variable - Set Wave Type[8] = Pygalisk
Variable - Set Wave Type[9] = Tosh (Unit)
Variable - Set Wave Type[10] = High Templar
Variable - Set Wave Type[11] = Battlecruiser
Variable - Set Wave Type[12] = Mutalisk
Variable - Set Wave Type[13] = Overseer
Variable - Set Wave Text[0] = "Round 1: Marines"
Variable - Set Wave Text[1] = "Boss: Tychus Findlay"
Variable - Set Wave Text[2] = "Round 2: Zerglings"
Variable - Set Wave Text[3] = "Boss: Ultralisk"
Variable - Set Wave Text[4] = "Round 3: Zealots"
Variable - Set Wave Text[5] = "Boss: Immortal"
Variable - Set Wave Text[6] = "Round 4: Senries"
Variable - Set Wave Text[7] = "Boss: Aberration"
Variable - Set Wave Text[8] = "Round 5: Pygalisks"
Variable - Set Wave Text[9] = "Boss: Tosh"
Variable - Set Wave Text[10] = "Round 6: High Templars"
Variable - Set Wave Text[11] = "Boss: Battlecruiser"
Variable - Set Wave Text[12] = "Round 7: Mutalisks"
Variable - Set Wave Text[13] = "Boss: Overseer"
Variable - Set Current Wave Data[0] = 1
Or the Triggers you wrote out:
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)
no like I said, make sure your not double triggering the trigger or anything, thats all fine.