Is there no way to induce the built in placement mechanics via triggers?
Ive been digging in the editor as I want to have dialouge selected building, from a unit, but I can not find a way to start the placement system, I have to just spawn on click ...
in the unit actor, have the turret destroy itself when the caster casts the create turret ability, this should also prevent the create=destroy loops that a lot of event driven actions in the actor would give you.
if there is a tme between the cast and the creation of the turret, add a cooldown (longer than said time) to the ability to prevent rapid creation of multiple turrets.
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.
right,right, the triggering is all good, i can only say that i suspect your problem lies in having some multiple region enters, or other interferance.
What you need to do now is have those two variables display ingame, and write down their pattern, if both your origional trrigger and my new one are mis firing the same way, you should be able to find your problems source outside of the trigger.
if you modify that divisor there, you can change the number of waves before each boss!
So if its two (current), you get one wave, one boss wave.
If its three, two waves, one boss wave.
Four, three waves to one, and so on.
If you do that you will need to increase the cycle from 0 to 13 functions, and add the wave units into the wave type array, extending it as is apropriate.
OK so you may have noticed that my trigger took a ggood half our to write, as I posted it in several sections.
Some of the updates overwrote the origional stuff, particularly new variables.
If you send me the map Ill sort this out, otherwise check that things are as per the post thats displayed up there now.
Edit, saw where I messed up, add one more line to initialization:
No it does not send out 1 Marine, then 1 Findlay, then 1 Zergling (Etc.)
The waves incriment one through nine, whilst bosses are only sent once, between waves.
You can edit the displayed text, sent units, and number of waves very easily by editing the variable deffinitions I have asked you insert into your Initialization Actions.
If you have any trouble implimenting this, post here and/or PM me.
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Is there no way to induce the built in placement mechanics via triggers?
Ive been digging in the editor as I want to have dialouge selected building, from a unit, but I can not find a way to start the placement system, I have to just spawn on click ...
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in the unit actor, have the turret destroy itself when the caster casts the create turret ability, this should also prevent the create=destroy loops that a lot of event driven actions in the actor would give you.
if there is a tme between the cast and the creation of the turret, add a cooldown (longer than said time) to the ability to prevent rapid creation of multiple turrets.
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no like I said, make sure your not double triggering the trigger or anything, thats all fine.
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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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right,right, the triggering is all good, i can only say that i suspect your problem lies in having some multiple region enters, or other interferance.
What you need to do now is have those two variables display ingame, and write down their pattern, if both your origional trrigger and my new one are mis firing the same way, you should be able to find your problems source outside of the trigger.
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Change the current wave text variable type to text from integer, then do this:
note the variable 8 in the cycle action, this means waves cycle to eight, not nine, as I thought you wanted initialy.
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@Mesden: Go
Working on some other stuff, will look within the hour.
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@Mesden: Go
hmmm :/ well firstly, make sure the spawn and everything is working fine, finnish the rest of the triggering.
Then if its still not working send it at me and I'll have a look
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Have you created the variable yet?
if so it should be under the variable selection...
Make sure you have created the variable, and added its values to init.
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I never work with custom script unless I need to find special variables.
This is ALL triggers.
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@Mesden: Go
Go back to the origional post, I have edited it, there are aditional functions there now! Add all that, then return with good news :)
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@Mesden: Go
I want to bed, bent my sleep schedual out by about 5 hours
anyhow,
if you modify that divisor there, you can change the number of waves before each boss!
So if its two (current), you get one wave, one boss wave.
If its three, two waves, one boss wave.
Four, three waves to one, and so on.
If you do that you will need to increase the cycle from 0 to 13 functions, and add the wave units into the wave type array, extending it as is apropriate.
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this
should be this
Also added the missing cycle for the even number waves,
so it should all add up like this:
Remember that you still need to add the wave text functions if you want the player to have these waves and bosses anounced!
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OK so you may have noticed that my trigger took a ggood half our to write, as I posted it in several sections. Some of the updates overwrote the origional stuff, particularly new variables. If you send me the map Ill sort this out, otherwise check that things are as per the post thats displayed up there now.
Edit, saw where I messed up, add one more line to initialization:
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No it does not send out 1 Marine, then 1 Findlay, then 1 Zergling (Etc.) The waves incriment one through nine, whilst bosses are only sent once, between waves. You can edit the displayed text, sent units, and number of waves very easily by editing the variable deffinitions I have asked you insert into your Initialization Actions. If you have any trouble implimenting this, post here and/or PM me.
@SouLCarveRR: Go
I presume that the movement of the triggering unit prevents that to some extent.