Yeah... I was just about to say the following Triggers work perfectly:
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 - Remove (Triggering unit) from the game
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
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)
General - Wait 10.0 Real Time seconds
Unit - Create 1 Civilian (Male) for player 1 at Player 1 Civ Start using default facing (No Options)
UI - Clear Directive Messages for (Player group(1))
It appears to be showing Round 1: Marines on all 8 waves of Marines. How do I change the Text to display it only at the start of the first wave? (Or even changing it to display something like Round 1A, 1B, 1C, Etc.)
It also doesn't appear to be showing text for Bosses.
However it's presented one more problem. When the Text pops up such as Boss: Tychus Findlay, or Boss: Ultralisk, it appears on the round in which their are 8 Units, and not on the actual Boss Round itself. When the Civilian starts the Boss Round, rather than saying something like Boss: Tychus Findlay, it'll say something like Round 2: Zealots, (which is the next round after Tychus Findlay)
Here's the new set of Triggers;
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[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)
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
So after about a week trying to play with my Triggers, I haven't come any closer to figuring out what's wrong with these Triggers, and everything I do just seems to make it worse. The idea is that Player 1 brings his Civilian to the Doodad, it starts Level 1 and sends 1 Marine. The second time Player 1 brings his Civilian to the Doodad, it spawns 2 Marines. The third time he brings his Civilian to the Doodad, it spawns 3 Marines. After 8 Marines, it spawns the Boss, then it spawns 1 Unit of a different type and the sequence begins anew. The problem I appear to be having is that the sequence of events goes something like this, even though I'm starting the next level specifically after the previous wave has already been killed.
And so on... It's all out of whack. What I've done is I've disabled all of the Triggers except for the Trigger which identifies their Pathing:
Pathing
Events
Unit - (Triggering unit) Enters Enemy Start at 1
Local Variables
Conditions
(Owner of (Triggering unit)) == 9
Actions
Unit - Order (Triggering unit) to ( Move targeting Enemy End 1) (Before Existing Orders)
The Trigger which identifies a Game Over:
Game Over (P1)
Events
Unit - (Triggering unit) Enters Enemy End at 1
Local Variables
Conditions
(Owner of (Triggering unit)) == 9
Actions
UI - Display "Player 1's Defenses have been Breac..." for (All players) to Chat area
Game - End game in Defeat for player 1 (Show dialogs, Show score screen)
Unit - Remove Ban Player [107.96, 10.25] from the game
Unit - Remove Ban Player [222.78, 10.36] from the game
Unit - Remove Ban Player [108.04, 126.61] from the game
Unit - Remove Ban Player [222.81, 184.37] from the game
Unit - Remove Ban Player [107.98, 68.30] from the game
Unit - Remove Ban Player [222.91, 126.31] from the game
Unit - Remove Ban Player [222.92, 68.21] from the game
Map Initilization:
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
And the Trigger which identifies what happens when Player 1 brings his Civilian to the Doodad:
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)
The problem still persists. I was told to create a Boolean which might help resolve this problem, but I'm not that familiar with Variables yet. I'm starting to get the hang of basic Conditions and Actions, but as far as why these Units aren't being sent out properly... Well, that's why I'm posting this issue on the Forums.
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)
0
@Yaos01:
That's one ugly Jigglypuff lol
0
@gizmachu:
Yeah... I was just about to say the following Triggers work perfectly:
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 - Remove (Triggering unit) from the game
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
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)
General - Wait 10.0 Real Time seconds
Unit - Create 1 Civilian (Male) for player 1 at Player 1 Civ Start using default facing (No Options)
UI - Clear Directive Messages for (Player group(1))
0
@gizmachu:
What??? I can't use a Wait command?
(ie. When the player brings his Civilian to the Beacon, remove it, wait 10 seconds, and put it back where it started.)
0
@gizmachu:
I could just as well put a "Wait" action to prevent the player from starting the next level for 10 seconds or so.
0
It appears to be showing Round 1: Marines on all 8 waves of Marines. How do I change the Text to display it only at the start of the first wave? (Or even changing it to display something like Round 1A, 1B, 1C, Etc.)
It also doesn't appear to be showing text for Bosses.
0
@gizmachu:
Sure.
0
@gizmachu:
Hmm.. It's hard to identify what I should do here. Why don't you type out what it should look like and then I can arrange everything as needed.
0
My God, it's almost perfect.
However it's presented one more problem. When the Text pops up such as Boss: Tychus Findlay, or Boss: Ultralisk, it appears on the round in which their are 8 Units, and not on the actual Boss Round itself. When the Civilian starts the Boss Round, rather than saying something like Boss: Tychus Findlay, it'll say something like Round 2: Zealots, (which is the next round after Tychus Findlay)
Here's the new set of Triggers;
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[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)
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
0
@gizmachu:
I'll give that a try and post the results.
0
Would setting the Array to 13 for:
Wave Text = No Text <Text[13]>
and:
Wave Type = No Game Link <Game Link - Unit[13]>
if there are only 12 players screw things up too...?
0
@gizmachu:
There are 8 Players and currently 7 levels. Each level concludes with a Boss.
0
Anyone?
0
@PsychoMC:
I'm thinking if you disable to space button, it might prevent problems with in-game chat.
Like:
NowIcan'ttypeproperlybecauseI'vedisabledthespacebutton.
0
So after about a week trying to play with my Triggers, I haven't come any closer to figuring out what's wrong with these Triggers, and everything I do just seems to make it worse. The idea is that Player 1 brings his Civilian to the Doodad, it starts Level 1 and sends 1 Marine. The second time Player 1 brings his Civilian to the Doodad, it spawns 2 Marines. The third time he brings his Civilian to the Doodad, it spawns 3 Marines. After 8 Marines, it spawns the Boss, then it spawns 1 Unit of a different type and the sequence begins anew. The problem I appear to be having is that the sequence of events goes something like this, even though I'm starting the next level specifically after the previous wave has already been killed.
Level 1: 1 Marine
Level 2: 1 Marine
Level 3: 1 Marine
Level 4: 4 Marines
Level 5: 3 Marines
And so on... It's all out of whack. What I've done is I've disabled all of the Triggers except for the Trigger which identifies their Pathing:
Pathing
Events
Unit - (Triggering unit) Enters Enemy Start at 1
Local Variables
Conditions
(Owner of (Triggering unit)) == 9
Actions
Unit - Order (Triggering unit) to ( Move targeting Enemy End 1) (Before Existing Orders)
The Trigger which identifies a Game Over:
Game Over (P1)
Events
Unit - (Triggering unit) Enters Enemy End at 1
Local Variables
Conditions
(Owner of (Triggering unit)) == 9
Actions
UI - Display "Player 1's Defenses have been Breac..." for (All players) to Chat area
Game - End game in Defeat for player 1 (Show dialogs, Show score screen)
Unit - Remove Ban Player [107.96, 10.25] from the game
Unit - Remove Ban Player [222.78, 10.36] from the game
Unit - Remove Ban Player [108.04, 126.61] from the game
Unit - Remove Ban Player [222.81, 184.37] from the game
Unit - Remove Ban Player [107.98, 68.30] from the game
Unit - Remove Ban Player [222.91, 126.31] from the game
Unit - Remove Ban Player [222.92, 68.21] from the game
Map Initilization:
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
And the Trigger which identifies what happens when Player 1 brings his Civilian to the Doodad:
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)
The problem still persists. I was told to create a Boolean which might help resolve this problem, but I'm not that familiar with Variables yet. I'm starting to get the hang of basic Conditions and Actions, but as far as why these Units aren't being sent out properly... Well, that's why I'm posting this issue on the Forums.
0
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)