k, if anyone has played warcraft 3 Frozen Throne, they've probably played Circle TD. I want a spawn system like that. Just constantly spawning, but changing levels. Is that even possible?
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Haven't played circle def, but a constant spawn trigger would be easy:
Level 1 Start TriggerComp Player
Condition:<any condition>
(maybe you should give the players 60s to prepare = elapsed scenario time is 60s)Actions:Set Death Counter of <any unused unit> to 1 for Comp Player
Level 1 Spawn TriggerComp Player
Condition:Death Counter of <any unused unit> is exactly 1
Actions:<Spawn and order Level 1 unit>
wait 1500ms
preserve trigger
Level 2 Start TriggerComp Player
Condition:<any condition>
Actions:Set Death Counter of <any unused unit> to 2 for Comp Player
Level 2 Spawn TriggerComp Player
Condition:Death Counter of <any unused unit> is exactly 2
Actions:<Spawn and order Level 2 unit>
wait 1500ms
preserve trigger
Optional Order TriggerComp Player
Condition:Comp Player brings at least 1 [men] to location 'Waypoint 1'
Actions:Order all [men] of Comp Player at 'Waypoint 1' move to 'Waypoint 2'
preserve trigger
This trigger set works very well without hyper triggers. If you should decide to use them, make sure you either
- give the hypers to another comp that runs no other waits or
- give them to all players and move them to the bottom of the trigger list.
Ok. First, I need to know what map editor most people use. I have been looking for something that can make the units, "Dance" and something that can also make any unit invisible without an arbiter, so like, if I want the hydras to be invisible without using an arbiter. Second, I need to know how to make a spawning trigger. Its a 4 way map, and theres 3 paths per direction. I want each level to spawn every 1 seconds, one enemy on each path, so its like a stream of enemies each direction. Then the level stops, and waits about 3 minutes, and starts agian, with a different enemy stream. Also, I'm using SCM Draft 2, and it won't let me have any human or computer player over the number 12. I want to have the odd colored, like orangish, blackish, weird colored players for my map. It won't let me assign players to be on a team with those colors in SCM Draft, or if it does, I haven't found it yet. So far, the map is attached. I don't care what people do with it, when its done anyway, I'm going to mass produce it kinda. It has no triggers so far, so if anyone wants to help.
I use Starforge and Starcraft X-tra Editor. The unit dancing thing is called junkyard dog... it's an ai script. it's on all editors (that i know of)... also to my knowledge it's not possible to make all units invisible only certain units... some can just be disabled... other units need to have weird disable enable and moving shit done to them... and others I don't think are possible. Starforge is good for players 12 and up.
None.
Okay, got everything figured out, but the triggers on Random Beacon D are so annoying to figure out. I didn't think it only spawned like 10 of them.. But according to this, What happens is, It spawns one unit, waits 1500 ms, then spawns an enemy, then waits 1 ms, then spawns that unit, then waits another 1500 ms, and spawns an enemy. Only repeats that like 10 times, and there isn't a preserve trigger. He does however, use a hyper trigger, which I still don't get why that works, but he uses it, and I see no reason.
Hyper triggers speed up every trigger. I don't know how, so I can't explain... and I doubt anyone can explain how it speeds them up. The only thing you need to know is that it works... so use it!
None.
We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch
Only advanced editors feature the junkyard dog ai script. Staredit does not.
The reason why hyper triggers increase trigger checking speed is because blizzard made it so that whenever a wait is run all other triggers are checked again. If you have a huge bunch of wait(0)'s then all the time a wait is executed, so triggers are checked all the time.
And you have to know one important thing about hyper triggers: How to avoid wait blocks.
When you have hypers owned by a single player this player must not execute any other wait at any time or you get a wait block.
You could also have hypers owned by ALL players and
move them to the bottom of the trigger list. In this case you would only experience a wait block when every player executed a wait the same time.
If you put the hypers only a computer player, you can still have the waits for everyone else.
alternatively, you can use death count waits.
None.