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)
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.
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
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)
0
@SouLCarveRR:
Uhh, I got the gist of the first half of that but the second half of it I'm a little lost.
0
@GeEom:
Ahh, so I have a Trigger somewhere outside of the one I just made that's interfering..?
0
Bleh, I keep running into the same problem no matter how I look at it... an improper unit send-out
0
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)
0
Fixed. Nevermind.
0
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.)
0
@SouLCarveRR:
Heh, GeEom's is pretty advanced too, nice and complicating, but much shorter than what I did.
0
@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.)
0
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.
0
@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
0
@GeEom:
My bad, I'm an idiot...
0
@Mesden:
The closest I found what Unit Type from String ""
0
@GeEom:
Huh? So how did you label it "" then?
0
@GeEom:
I presume the initial value for that "Wave Text" Variable is a Custom Script
0
@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)