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    posted a message on I'm getting double spawns

    @SouLCarveRR:

    Uhh, I got the gist of the first half of that but the second half of it I'm a little lost.

    Posted in: Miscellaneous Development
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    posted a message on I'm getting double spawns

    @GeEom:

    Ahh, so I have a Trigger somewhere outside of the one I just made that's interfering..?

    Posted in: Miscellaneous Development
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    posted a message on I'm getting double spawns

    Bleh, I keep running into the same problem no matter how I look at it... an improper unit send-out

    Posted in: Miscellaneous Development
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    posted a message on I'm getting double spawns

    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)

    Posted in: Miscellaneous Development
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    posted a message on I'm getting double spawns

    Fixed. Nevermind.

    Posted in: Miscellaneous Development
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    posted a message on I'm getting double spawns

    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.)

    Posted in: Miscellaneous Development
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    posted a message on I'm getting double spawns

    @SouLCarveRR:

    Heh, GeEom's is pretty advanced too, nice and complicating, but much shorter than what I did.

    Posted in: Miscellaneous Development
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    posted a message on I'm getting double spawns

    @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.)

    Posted in: Miscellaneous Development
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    posted a message on I'm getting double spawns

    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.

    Posted in: Miscellaneous Development
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    posted a message on I'm getting double spawns

    @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

    Posted in: Miscellaneous Development
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    posted a message on I'm getting double spawns

    @GeEom:

    My bad, I'm an idiot...

    Posted in: Miscellaneous Development
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    posted a message on I'm getting double spawns

    @Mesden:

    The closest I found what Unit Type from String ""

    Posted in: Miscellaneous Development
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    posted a message on I'm getting double spawns

    @GeEom:

    Huh? So how did you label it "" then?

    Posted in: Miscellaneous Development
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    posted a message on I'm getting double spawns

    @GeEom:

    I presume the initial value for that "Wave Text" Variable is a Custom Script

    Posted in: Miscellaneous Development
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    posted a message on I'm getting double spawns

    @GeEom:

    Changed it to Modulo (Integer), it looks exactly like what you wrote now, but it's still doing this:

    1 Marine, 2 Marines, 3 Marines, 4 Marines, 5 Marines, 6 Marines, 7 Marines, 8 Marines, 9 Marines, (Repeat)

            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[1] mod 2) == 0
                Then
                    Math - Cycle Current Wave Data[0] from 1 through 9
                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)

    Posted in: Miscellaneous Development
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