I am working on a spawning idea for an RPG map that I am making. The trigger is integer based (as title says). The units spawn the first time, but after the initial spawn they stop. I want it to be integer based so that after you kill so many they stop, and if I would like to have them start up again after a different occurring event, I can just reset the Integers to a Number that is less than the one required to spawn the units.
After testing out the trigger and seeing that the units do not re-spawn, I thought maybe the issue was with the Unit Group based Integer "Bandits Unit Count 001". So, I created a trigger to clear out the group on event of a unit in that group dying.
I would like to keep this trigger into one trigger if possible, instead of the two, but if it can't be done, I can cope. haha! I have searched the forums trying to find a trigger that is set up in a way that functions like this one, but I could not locate anything. If this ends up being a repeat post, I do apologize.
Thanks for the help!
P.S. If it isn't noticeable, "bandits spawn 001" is an Integer, and "bandits unit count 001" is a Unit Group based variable.
Sorry if my assumptions aren't accurate, I'm only going off of the two triggers that you provided. From what I can see (unless you need it for something else) the trigger "Bandits Re-spawn 001" isn't really needed. Your condition in "Bandits Spawn 001" counts the number of living units in "bandits unit count 001." So you wouldn't need to remove the dead ones as they aren't being counted anyway.
With the way the first trigger ("Bandits Spawn 001") is set up, it will never respawn your units. It only executes when game time has reached two seconds. If you want that trigger to be ran again, you'll either have to change the event to some sort of periodic even (ie every 2 game seconds) or you can add in a line "Run Trigger" in any of your other triggers (if you have any) that would run your first trigger again. There's an option in Run Trigger to ignore your conditions from that trigger if you need.
I thought elapsed time meant, every time X seconds occurred/elapsed in game something would happen, not just a singular time. Thanks for the help @Jentzch and @iE4TM4PS. I switched it to Period Event, and removed the second trigger set for this spawning and it worked great. I really appreciate the help!
I have been doing a lot of Terraining and love it, so I thought I would try to learn how to do some trigger stuff too, so my layouts don't go to waste!
Thanks
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I am working on a spawning idea for an RPG map that I am making. The trigger is integer based (as title says). The units spawn the first time, but after the initial spawn they stop. I want it to be integer based so that after you kill so many they stop, and if I would like to have them start up again after a different occurring event, I can just reset the Integers to a Number that is less than the one required to spawn the units.
After testing out the trigger and seeing that the units do not re-spawn, I thought maybe the issue was with the Unit Group based Integer "Bandits Unit Count 001". So, I created a trigger to clear out the group on event of a unit in that group dying.
I would like to keep this trigger into one trigger if possible, instead of the two, but if it can't be done, I can cope. haha! I have searched the forums trying to find a trigger that is set up in a way that functions like this one, but I could not locate anything. If this ends up being a repeat post, I do apologize.
Thanks for the help!
P.S. If it isn't noticeable, "bandits spawn 001" is an Integer, and "bandits unit count 001" is a Unit Group based variable.
... elapsed time is only 2 seconds once ... never again ...
Sorry if my assumptions aren't accurate, I'm only going off of the two triggers that you provided. From what I can see (unless you need it for something else) the trigger "Bandits Re-spawn 001" isn't really needed. Your condition in "Bandits Spawn 001" counts the number of living units in "bandits unit count 001." So you wouldn't need to remove the dead ones as they aren't being counted anyway.
With the way the first trigger ("Bandits Spawn 001") is set up, it will never respawn your units. It only executes when game time has reached two seconds. If you want that trigger to be ran again, you'll either have to change the event to some sort of periodic even (ie every 2 game seconds) or you can add in a line "Run Trigger" in any of your other triggers (if you have any) that would run your first trigger again. There's an option in Run Trigger to ignore your conditions from that trigger if you need.
I hope this helps some.
I thought elapsed time meant, every time X seconds occurred/elapsed in game something would happen, not just a singular time. Thanks for the help @Jentzch and @iE4TM4PS. I switched it to Period Event, and removed the second trigger set for this spawning and it worked great. I really appreciate the help!
I have been doing a lot of Terraining and love it, so I thought I would try to learn how to do some trigger stuff too, so my layouts don't go to waste!
Thanks