So I am making a game mode that is not unlike ASOIAF, Ocarina of Time, or Rise of the Witch King, and I'm trying to get the spawning system to function.
I have set up a countdown timer that goes off every 1 minute, and I want to create a trigger that spawns units at a certain point every time the countdown timer expires. Next to the point, there is a spawn building that represents ownership of the point, and I want the trigger to give these spawned units to the owner of the Spawn Building. This is a game mode where all the spawn buildings start off as a neutral building that players must destroy to capture, because of a trigger I have that works like this.
Conversion Trigger
Events
Unit -Any Unit dies
Local Variables
Conditions
(Owner of (Triggering unit)) == 15
((Triggering unit) is in Neutral Spawns Unit Group) == True
Actions
Unit -Create 1 (Unit type of (Triggering unit)) for player (Killing player) at (Position of (Triggering unit)) using default facing (No Options)
One of the problems that I have been running into is the fact that I cannot just set the value to "Owner of Building" because the building doesn't exist, because of the fact that when player captures this building, a new building is put into place, so creating this trigger and giving the units to the owner of the spawn building doesn't work because the spawn building is destroyed and a new one is put in its place. This is how I set up the trigger initially, shown below, and it doesn't work because of the fact that a new building is put into place. (Also, I don't want the trigger to spawn units if the spawn building is owned by the neutral, which is why the If-Then-else statement is there)
Vancouver Spawn
Events
Timer -Spawn Countdown Timer expires
Local Variables
Conditions
Actions
General -If (Conditions) then do (Actions) else do (Actions)
If
(Owner of Spawn - Vancouver (Starting Location) [26.50, 150.50]) == 15
Then
Else
Unit -Create 2 Zealot for player (Owner of Spawn - Vancouver (Starting Location) [26.50, 150.50]) at Vancouver Spawn Point using default facing (No Options)
Is there a way to check if this building type is owned by anyone in the game map. These spawn buildings are unique and only one of them exist at all in the game map, so I was hoping so that there was a way to make a condition check if there is just a single instance of the Spawn Building existing, and then giving the spawned units to the Owner of that Spawn Building.
I'm working on a map right now, and I was hoping to find a method to create a circle of fire that deals damage to players, and slowly shrinks over time to a randomized location. This is for a mechanic similar to Battle Royale mechanics in games like PUBG or Fortnite where the circle shrinks over time, forcing players to get grouped together.
I was thinking the Wall of Fire may be a good unit to work off of, but I can't think of a way to do this so far. Do you guys have any ideas?
So I'm making a map that has 641 points scattered throughout it. These are very specific points that need to be at the location they are at.
I want to spawn a unit at every single point, and I don't want to make 641 triggers or 641 actions to do so.
Additionally, I have 4 different versions of this unit, a random one of which needs to spawn, and I already got the trigger working to spawn the unit at a specific point, but I'd prefer to not recreate this trigger 641 times. Any thoughts on how to make this easier?
Thank you so much! I just got it working! They can spawn single units.
I have the trigger working so that the unit can create a single type of unit. I was wondering if it was possible to make it select a random unit from a group of possible units?
On a map I'm working on, I was hoping to create a mechanic that there would be "Chest" units lying around, and if you killed them, a random neutral unit would pop out. (A unit, that you would then mind control with an ability)
Would I have to create a behavior and apply it to the Chest units? And would there be a way to also alter the probability of getting certain units by making certain units more common and other units less common? How would I go about doing so?
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So I am making a game mode that is not unlike ASOIAF, Ocarina of Time, or Rise of the Witch King, and I'm trying to get the spawning system to function.
I have set up a countdown timer that goes off every 1 minute, and I want to create a trigger that spawns units at a certain point every time the countdown timer expires. Next to the point, there is a spawn building that represents ownership of the point, and I want the trigger to give these spawned units to the owner of the Spawn Building. This is a game mode where all the spawn buildings start off as a neutral building that players must destroy to capture, because of a trigger I have that works like this.
One of the problems that I have been running into is the fact that I cannot just set the value to "Owner of Building" because the building doesn't exist, because of the fact that when player captures this building, a new building is put into place, so creating this trigger and giving the units to the owner of the spawn building doesn't work because the spawn building is destroyed and a new one is put in its place. This is how I set up the trigger initially, shown below, and it doesn't work because of the fact that a new building is put into place. (Also, I don't want the trigger to spawn units if the spawn building is owned by the neutral, which is why the If-Then-else statement is there)
Is there a way to check if this building type is owned by anyone in the game map. These spawn buildings are unique and only one of them exist at all in the game map, so I was hoping so that there was a way to make a condition check if there is just a single instance of the Spawn Building existing, and then giving the spawned units to the Owner of that Spawn Building.
Thank you in advance!
0
Hello!
I'm working on a map right now, and I was hoping to find a method to create a circle of fire that deals damage to players, and slowly shrinks over time to a randomized location. This is for a mechanic similar to Battle Royale mechanics in games like PUBG or Fortnite where the circle shrinks over time, forcing players to get grouped together.
I was thinking the Wall of Fire may be a good unit to work off of, but I can't think of a way to do this so far. Do you guys have any ideas?
0
So I'm making a map that has 641 points scattered throughout it. These are very specific points that need to be at the location they are at.
I want to spawn a unit at every single point, and I don't want to make 641 triggers or 641 actions to do so.
Additionally, I have 4 different versions of this unit, a random one of which needs to spawn, and I already got the trigger working to spawn the unit at a specific point, but I'd prefer to not recreate this trigger 641 times. Any thoughts on how to make this easier?
0
Never mind, I think I got it working with variables! Thanks for the help MaskedImposter!!!
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In reply to MaskedImposter:
Thank you so much! I just got it working! They can spawn single units.
I have the trigger working so that the unit can create a single type of unit. I was wondering if it was possible to make it select a random unit from a group of possible units?
0
On a map I'm working on, I was hoping to create a mechanic that there would be "Chest" units lying around, and if you killed them, a random neutral unit would pop out. (A unit, that you would then mind control with an ability)
Would I have to create a behavior and apply it to the Chest units? And would there be a way to also alter the probability of getting certain units by making certain units more common and other units less common? How would I go about doing so?
Thanks in advance!