Unit Spawns
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Feb 8 2010, 11:08 pm
By: Maximus  

Feb 8 2010, 11:08 pm Maximus Post #1



I am trying to make a helms-deep style map and I am wondering how to do the triggers for unit spawns.

For the masses i use the triggers

Condition
Player controls at least 1 any unit

Actions
Spawn x units at location x for player
preserve trigger

that trigger seems to work fine...just wanted to make sure it was alright...

Now where my trouble comes in...

Im trying to spawn units by time based..

Ive tried all 3 of these conditions and all 3 failed.

Elapsed scenario time is at least 180 second
Elapsed scenario time is at most 180 seconds
Elapsed scenario time is exactly 180 secods

None of them seem to work for for me...the one only spawned once and the other just massed spawn..Any help would be greatly appreciated.



None.

Feb 8 2010, 11:19 pm ImagoDeo Post #2



Elapsed Scenario Time is a time count that goes up from the start of the scenario. It cannot be modified. So, for example, if three minutes have passed since the start of the game, then Elapsed Scenario Time = 180 Seconds will be true and Elapsed Scenario Time > 180 Seconds will be true, but Elapsed Scenario Time < 180 Seconds won't be true.

So At Most will spawn until 180 seconds have passed; Exactly will spawn when exactly 180 seconds have passed; and At Least will spawn continuously once at least 180 Seconds have passed.

Do you get it?

Here, you should use these instead: Death Counters

Post has been edited 1 time(s), last time on Feb 8 2010, 11:25 pm by ImagoDeo.



None.

Feb 8 2010, 11:20 pm rockz Post #3

ᴄʜᴇᴇsᴇ ɪᴛ!

I'm a proponent of the "holy crap its an army of 10,000" method of doing massing. How does it make sense that you get reinforcements every 180 seconds?

I suggest you create a fixed number of units you can have at any time. Say, 100 melee, 60 archers. When you have less than 75 melee, create 25 more. When you have less than 45 archers, create 15 more. Coupled with a sticky mass, you can just sit and let the units do all the work.

Now if you really don't like that idea, and you want to have reinforcements spawn when you either have very few men left, or when you've sat there for 3 minutes, you can use the countdown timer to be 3 minutes. When it reaches 0, create the units you want to make, then set it to 180 seconds.

Elapsed time is an ever increasing variable, which you can't modify. The condition can be used for unit spawns, but it's better to base things off of a timer. (for example, have the countdown timer be 45 minutes, at 3 minute intervals you spawn reinforcements).

I also suggest you use hyper triggers (check the wiki/sticky), but be careful with preserved triggers like order. You'll want to put a delay on any such orders via death counts.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 8 2010, 11:20 pm Aristocrat Post #4



Use a death count counter and add 1 death every trigger run (make sure there are no hyper triggers/waits). When you reach 90 deaths spawn units and set DC to 0.



None.

Feb 8 2010, 11:27 pm Maximus Post #5



Yeah rocks...I use your method for my main masses. The time trigger is for smaller hero spawns.



None.

Feb 9 2010, 2:02 am rockz Post #6

ᴄʜᴇᴇsᴇ ɪᴛ!

Death counts is the way to go then.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 9 2010, 4:04 am Maximus Post #7



You can lock this...a personal friend taught me how to use death counts..



None.

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