Hello, my question is as follows...
I would like to make a recurring trigger that let's say every 30 seconds 50 zerglings spawn at a location of my choice. I have been unsuccessful with the countdown timer and elapsed time is only a one time shot unless I do it many many times...
Is there an easy way so that once the game starts, I can give certain units to certain players every 30 seconds?
Thanks,
Brendan
None.
Try using either waits, or
Death Counts to put the pause in between, I would recommend Death Counts, since waits have problems if more than one is executed for the same player at once.
None.
Try using either waits, or
Death Counts to put the pause in between, I would recommend Death Counts, since waits have problems if more than one is executed for the same player at once.
You really need to apply your new skin across the whole site. It's just painful as is.
None.
I'm in the middle of transferring everything, it takes a bit of time, you know
None.
Your not asking what
Perserve Trigger is are you? If you want a reacurring trigger simply state the conditons and actions then put the desired wait and perserve trigger. If you want the trigger cycle to repeat make sure the conditions are met again.
None.
- Conditions -- Actions -Give Player (X) Y Zerglings
Wait Z Seconds
Preserve Trigger
None.
- Conditions -
- Actions -
Give Player (X) Y Zerglings
Wait Z Seconds
Preserve Trigger
That one is good, just for Conditions have it "always"
None.
Your not asking what Perserve Trigger is are you? If you want a reacurring trigger simply state the conditons and actions then put the desired wait and perserve trigger. If you want the trigger cycle to repeat make sure the conditions are met again.
I think he made it very clear that his problem was making it happen in intervals.
- Conditions -
- Actions -
Give Player (X) Y Zerglings
Wait Z Seconds
Preserve Trigger
As I said, that works fine, but if he wants to have any other timers or waits in his map, he'd start to get bugs, which is why I suggested Death Counts.
None.
- Conditions -
- Actions -
Give Player (X) Y Zerglings
Wait Z Seconds
Preserve Trigger
lol?? he wants to have created, not given...
here my triggers:
1
Always
Set Countdowntimer to 30 seconds
1
countdowntimer is at 0
Preverse Trigger
Create 50 Zerglings at (location) for (player)
set countdowntimer to 30 seconds
hope that helps
Please report errors in the Staredit.Network forum.
ol?? he wants to have created, not given...
Lol, that was his example, at the bottom he said he wanted them given. Although, I'm glad you posted the correct way to do the countdown time way, he might want to use that instead.
None.
for the interval thingy, i'm pretty sure the wait would be nice and simple. and should work.
None.
There are other, more obscure methods to measure repeating time, most of which have fallen into disuse because of the versatility of the death-count method, but which if you have the space can save you a trigger or two, and cut down on the number of repeating actions in your map. For instance, you could start the player out with a burning Terran building that takes 30 seconds to burn down; every time it dies (i.e. the player controls none of it), create the lings and use create unit with properties to recreate the building. If you're a glutton for punishment, you could measure out the amount of distance a particular unit covers in thirty seconds, establish two locations that far apart, and then every time a unit of that type created and ordered at the first location gets to the second, move the unit back, re-order it, and create the lings. If you're a
major glutton for punishment, you can get a mining operation going for a computer using AI and then do your action (and reset resources) every time that computer has at least a certain amount of minerals.
Of course, 95% of the time, you won't need any of these methods. If you want the player to see how long it's going to be before the next wave, use the countdown timer; use waits if you want a simple system and can set it up so as to avoid wait blocks (or have your map set up such that when wait blocks occur, they are incorporated into the map's balance); otherwise, use death counts.
None.