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    posted a message on Simulated Structure Placement

    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 ...

    Posted in: Project Workplace
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    posted a message on [Data] Help with Raven Auto-turret like ability

    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.

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

    no like I said, make sure your not double triggering the trigger or anything, thats all fine.

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

    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.

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

    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.

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

    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.

    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

    @Mesden: Go

    Working on some other stuff, will look within the hour.

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

    @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

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

    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.

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

    I never work with custom script unless I need to find special variables.

    This is ALL triggers.

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

    @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 :)

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

    @Mesden: Go

    I want to bed, bent my sleep schedual out by about 5 hours

    anyhow,

    Comparison :
            Value one : Modulo
                    dividend: Current Wave Data[1]
                    divisor: 2
            Operator: ==
            Value two: 0
    

    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.

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

    this

     Current Wave Data[(1 mod 2)] == 0
    

    should be this

    (Current Wave Data[1] mod 2) == 0
    

    Also added the missing cycle for the even number waves,

                    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
    

    so it should all add up like this:

    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 9
                    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
                    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)
    

    Remember that you still need to add the wave text functions if you want the player to have these waves and bosses anounced!

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

    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:

            Variable - Set Current Wave Data[0] = 1
    
    Posted in: Miscellaneous Development
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    posted a message on I'm getting double spawns

    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.

    Posted in: Miscellaneous Development
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