Riley, even when you turn the trigger on again, the unit wouldn't be considered reentering the region, as its already inside it. He wants a contnious spawn so there isn't a need to set patrol on the units to keep spawninng them
Global Boolean SpawnMarine=false
______________________________________________________
MarineEnterSpawner P 1
Events
Unit - Any Unit Enters Player1SpawnerSpawn
Local Variables
Conditions
(Unit type of (Triggering unit)) == MarineSpawner
Actions
Variable - Set SpawnMarine P 1 = true
Trigger - Turn (Current trigger) On
MarineLeavesSpawner P 1
Events
Unit - Any Unit Leaves Player1SpawnerSpawn
Local Variables
Conditions
(Unit type of (Triggering unit)) == MarineSpawner
Actions
Variable - Set SpawnMarine P 1 = false
Trigger - Turn (Current trigger) On
_____________________________________________________________
MarineSpawning P 1
Events
Timer - Every 0.1 seconds of Game Time
Local Variables
Conditions
SpawnMarine P 1 == true
(Number of Living units in (Any units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, Invulnerable, with at most Any
Amount)) < 48
Actions
Unit - Create 1 Marine for player 1 at SpawnUnitsPoint P1 using point facing (No Options)
Trigger - Turn (Current trigger) On
________________________________________________________________________________________
This is another way I was using earlier, its longer, but simpler
Events
Timer - Every 15 seconds of Game Time
Condition
(Unit type of (Unit 1 from (Any units in DesiredRegion owned by player X matching with at most Any Amount)))==DesiredUnit
Action
Create Unit at DesiredPoint
Turn current trigger on
So basicly I have beacon to set and make noticable a small area which is also a region.
I'm using the following switch statement to pull a type of unit out of the area but since beacon is considered a unit, it keeps picking it up.
Switch
Value: Unit Type Of Unit
Unit: Unit From Unit Group
Index: 1
Group: Units In Region Matching Condition
Unit Type: Any
Region: Player1SpawnerSpawn
Player: 1
Unit Filter: Excluded: Missile, Uncommandable, Dead, Hidden
Count: Any Amount
Notice in unit filter I have uncommandable exlcluded as a beacon is flagged as incommanadable, yet it still messed up with that unit group.
I know that because when beacon is there, the switch statement doesn't work, but if I delete and launch, they work perfectly.
Would really like to know a way to keep beacon WITHOUT it interfering with the switch statement because it is rather the perfect marker for the region =|
General - Switch (Actions) depending on (Unit type of (Unit attached to Player1SpawnerSpawn))
So I'm trying to use this switch statement to check what type of unit is in a region, but not sure if "attached to region" means theres something you need to say "attached" or if its just any unit in the region
Thanks Riley, attach wasnt working at all, although units in region matching conditions has its errors as i just found out =/
When first making a new variable, you click array set the length, and then you have initial value
If i set initial value to 0
will the array values be
Array[0]=0
Array[1]=0
and so on?
Hmm, It seems I can put EVERYTHING into same trigger, although its a one IF then else If with each being a huge Switch Statement... I love switch statements
I need to let go of my bad habits from AoE2 mapmaking....
I was going to make 110 triggers for my map, but with if statements and such, I can do the entire thing in two triggers. its only a 550% Trigger reduction.. no big deal...
It's because of the models in the actors not following through.
The unit you want to copy
Find it in actors, dulplicate DO NOT CHECK MODELS OR SOUNDS or UPGRADES but make sure you check unit so when you switch backt o units tab, youl have "unit copy" which you can rename and easily place anywhere
Hmm, Something was bugging me about that, and thats if a unit leaves/reenters quickly while the trigger is waiting, it wont spawn even though unit is in region.
The event, would only retrigger the trigger if a unit enters
also if conditions arent met, the run this trigger after 1 second wont be activated, so after max pop (48)m is achieved, if a unit dies it wouldnt spawn another unit
Rather, Using periodic game time event wouldnt work either because It would remove triggering player which would void the use of an array
Because I have separate areas in which players select which units to spawn, there is no need for a triggering player to choose an array of regions because each triggering region would be set to one player.
Therefore, I can still trim this down to one trigger, but one to each player for each unit, not one for all players per unit.
By using game time to activate the trigger, I have condition to check if correct unit is in area, then spawn unit and reactivate the trigger to be activated again.
The trigger format you posted kept bothering me, because I think I had thought of that before only to realize the error in it >.>
EDIT: I keep trying to find a way to incorporate arrays into it, but since the only triggering something is game time, and not possible to use "unit in region" event (is it possible to make custom events?) I simply can't think of anyway to have a changing variable to choose an array spot.
Hmm, I'm gonna set up arrays, but when using them, I know that in programming an array starts at 0 instead of one so when it returns triggering player (say 1) will it call the first option in array or the second? I could either put dummy into 0 blank or put triggering player minus one in the call. Either way, ill find out when it does /doesnt work or spawns units for wrong person =P
In otherwords, I don't know if ScIIEditor does it atuomaticaly in transition from galaxy or not
Comparison
Value 1: Number Of Units In Unit Group
Type: Living
Unit Group: Units In Region Matching Condition
Unit Type: Any
Region: Entire Map
Player: 2
Unit Filter: Excluded: Missile, Dead, Hidden, Invulnerable
Count: Any Amount
Operator: <
Value 2: 48
I'm actually already using that conditon elsewhere and i never realized I could be using that for my spawning >.> Thanks a ton, you saved me hours of extra clicking "Replace This"
Comparison
Value 1: Number Of Units In Unit Group
Type: Living
Unit Group: Units In Region Matching Condition
Unit Type: Any
Region: RoomAliens
Player: 1
Unit Filter: Excluded: Missile, Dead, Hidden, Invulnerable
Count: Any Amount
Operator: <
Value 2: 9
__________________________________________________________________________________________
Instead of using second trigger just use this as your condition for first trigger
I already have a method for to continualy spawn units while having a unit in area, but it utilizes three different triggers below
______________________________________________________
MarineEnterSpawner P 1
Events
Unit - Any Unit Enters Player1SpawnerSpawn
Local Variables
Conditions
(Unit type of (Triggering unit)) == MarineSpawner
Actions
Variable - Set SpawnMarine P 1 = true
Trigger - Turn (Current trigger) On
MarineLeavesSpawner P 1
Events
Unit - Any Unit Leaves Player1SpawnerSpawn
Local Variables
Conditions
(Unit type of (Triggering unit)) == MarineSpawner
Actions
Variable - Set SpawnMarine P 1 = false
Trigger - Turn (Current trigger) On
_____________________________________________________________
MarineSpawning P 1
Events
Timer - Every 0.1 seconds of Game Time
Local Variables
Conditions
SpawnMarine P 1 == true
(Number of Living units in (Any units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, Invulnerable, with at most Any
Amount)) < 48
Actions
Unit - Create 1 Marine for player 1 at SpawnUnitsPoint P1 using point facing (No Options)
Trigger - Turn (Current trigger) On
________________________________________________________________________________________
But Three triggers for each unit each persons get rather tedious fast, any one care to share a trigger set that enables continuous spawning while unit is in region? (Spawn=Create Unit)
0
Riley, even when you turn the trigger on again, the unit wouldn't be considered reentering the region, as its already inside it. He wants a contnious spawn so there isn't a need to set patrol on the units to keep spawninng them
Global Boolean SpawnMarine=false
______________________________________________________
MarineEnterSpawner P 1
Events
Unit - Any Unit Enters Player1SpawnerSpawn
Local Variables
Conditions
(Unit type of (Triggering unit)) == MarineSpawner
Actions
Variable - Set SpawnMarine P 1 = true
Trigger - Turn (Current trigger) On
_________________________________________________________
MarineLeavesSpawner P 1
Events
Unit - Any Unit Leaves Player1SpawnerSpawn
Local Variables
Conditions
(Unit type of (Triggering unit)) == MarineSpawner
Actions
Variable - Set SpawnMarine P 1 = false
Trigger - Turn (Current trigger) On
_____________________________________________________________
MarineSpawning P 1
Events
Timer - Every 0.1 seconds of Game Time
Local Variables
Conditions
SpawnMarine P 1 == true
(Number of Living units in (Any units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, Invulnerable, with at most Any
Amount)) < 48
Actions
Unit - Create 1 Marine for player 1 at SpawnUnitsPoint P1 using point facing (No Options)
Trigger - Turn (Current trigger) On
________________________________________________________________________________________
This is another way I was using earlier, its longer, but simpler
0
Events
Timer - Every 15 seconds of Game Time
Condition
(Unit type of (Unit 1 from (Any units in DesiredRegion owned by player X matching with at most Any Amount)))==DesiredUnit
Action
Create Unit at DesiredPoint
Turn current trigger on
0
@gorang:
You didnt happen to play Age of Empires 2 by any chance?
Ill try your map out sounds awesome
0
So basicly I have beacon to set and make noticable a small area which is also a region.
I'm using the following switch statement to pull a type of unit out of the area but since beacon is considered a unit, it keeps picking it up.
Switch
Value: Unit Type Of Unit
Unit: Unit From Unit Group
Index: 1
Group: Units In Region Matching Condition
Unit Type: Any
Region: Player1SpawnerSpawn
Player: 1
Unit Filter: Excluded: Missile, Uncommandable, Dead, Hidden
Count: Any Amount
Notice in unit filter I have uncommandable exlcluded as a beacon is flagged as incommanadable, yet it still messed up with that unit group.
I know that because when beacon is there, the switch statement doesn't work, but if I delete and launch, they work perfectly.
Would really like to know a way to keep beacon WITHOUT it interfering with the switch statement because it is rather the perfect marker for the region =|
0
General - Switch (Actions) depending on (Unit type of (Unit attached to Player1SpawnerSpawn))
So I'm trying to use this switch statement to check what type of unit is in a region, but not sure if "attached to region" means theres something you need to say "attached" or if its just any unit in the region
Thanks Riley, attach wasnt working at all, although units in region matching conditions has its errors as i just found out =/
0
When first making a new variable, you click array set the length, and then you have initial value
If i set initial value to 0
will the array values be
Array[0]=0
Array[1]=0
and so on?
0
Try instead of first creating a unit, duplicate the actor of the unit you want to copy
Do not click sounds actors or upgrades to be copied
Then the unit you copied will be named UnitName Copy
You can change the name by right clicking and modify unit
The actor should be set to it as well as the models and sounds not glitching
0
Hmm, It seems I can put EVERYTHING into same trigger, although its a one IF then else If with each being a huge Switch Statement... I love switch statements
I need to let go of my bad habits from AoE2 mapmaking....
I was going to make 110 triggers for my map, but with if statements and such, I can do the entire thing in two triggers. its only a 550% Trigger reduction.. no big deal...
0
It's because of the models in the actors not following through.
The unit you want to copy
Find it in actors, dulplicate DO NOT CHECK MODELS OR SOUNDS or UPGRADES but make sure you check unit so when you switch backt o units tab, youl have "unit copy" which you can rename and easily place anywhere
0
Hmm, Something was bugging me about that, and thats if a unit leaves/reenters quickly while the trigger is waiting, it wont spawn even though unit is in region.
The event, would only retrigger the trigger if a unit enters
also if conditions arent met, the run this trigger after 1 second wont be activated, so after max pop (48)m is achieved, if a unit dies it wouldnt spawn another unit
Rather, Using periodic game time event wouldnt work either because It would remove triggering player which would void the use of an array
Because I have separate areas in which players select which units to spawn, there is no need for a triggering player to choose an array of regions because each triggering region would be set to one player.
Therefore, I can still trim this down to one trigger, but one to each player for each unit, not one for all players per unit.
By using game time to activate the trigger, I have condition to check if correct unit is in area, then spawn unit and reactivate the trigger to be activated again.
The trigger format you posted kept bothering me, because I think I had thought of that before only to realize the error in it >.>
EDIT: I keep trying to find a way to incorporate arrays into it, but since the only triggering something is game time, and not possible to use "unit in region" event (is it possible to make custom events?) I simply can't think of anyway to have a changing variable to choose an array spot.
0
@Jeetestu:
If you always want set number of zerglings, switch the region to entire map and unit type to zerglings
0
@Torrak:
Hmm, I'm gonna set up arrays, but when using them, I know that in programming an array starts at 0 instead of one so when it returns triggering player (say 1) will it call the first option in array or the second? I could either put dummy into 0 blank or put triggering player minus one in the call. Either way, ill find out when it does /doesnt work or spawns units for wrong person =P
In otherwords, I don't know if ScIIEditor does it atuomaticaly in transition from galaxy or not
0
@Torrak:
I so dumb
Comparison
Value 1: Number Of Units In Unit Group
Type: Living
Unit Group: Units In Region Matching Condition
Unit Type: Any
Region: Entire Map
Player: 2
Unit Filter: Excluded: Missile, Dead, Hidden, Invulnerable
Count: Any Amount
Operator: <
Value 2: 48
I'm actually already using that conditon elsewhere and i never realized I could be using that for my spawning >.> Thanks a ton, you saved me hours of extra clicking "Replace This"
0
Comparison
Value 1: Number Of Units In Unit Group
Type: Living
Unit Group: Units In Region Matching Condition
Unit Type: Any
Region: RoomAliens
Player: 1
Unit Filter: Excluded: Missile, Dead, Hidden, Invulnerable
Count: Any Amount
Operator: <
Value 2: 9
__________________________________________________________________________________________
Instead of using second trigger just use this as your condition for first trigger
0
I already have a method for to continualy spawn units while having a unit in area, but it utilizes three different triggers below
______________________________________________________
MarineEnterSpawner P 1
Events
Unit - Any Unit Enters Player1SpawnerSpawn
Local Variables
Conditions
(Unit type of (Triggering unit)) == MarineSpawner
Actions
Variable - Set SpawnMarine P 1 = true
Trigger - Turn (Current trigger) On
_________________________________________________________
MarineLeavesSpawner P 1
Events
Unit - Any Unit Leaves Player1SpawnerSpawn
Local Variables
Conditions
(Unit type of (Triggering unit)) == MarineSpawner
Actions
Variable - Set SpawnMarine P 1 = false
Trigger - Turn (Current trigger) On
_____________________________________________________________
MarineSpawning P 1
Events
Timer - Every 0.1 seconds of Game Time
Local Variables
Conditions
SpawnMarine P 1 == true
(Number of Living units in (Any units in (Entire map) owned by player 1 matching Excluded: Missile, Dead, Hidden, Invulnerable, with at most Any
Amount)) < 48
Actions
Unit - Create 1 Marine for player 1 at SpawnUnitsPoint P1 using point facing (No Options)
Trigger - Turn (Current trigger) On
________________________________________________________________________________________
But Three triggers for each unit each persons get rather tedious fast, any one care to share a trigger set that enables continuous spawning while unit is in region? (Spawn=Create Unit)