I need a repeating countdown timer. It's going to be for a defense map to show the time in between each level. Sorry if this is common question. I just can't figure it out. Any help would be appreciated. I mainly just need to know the format of the trigger.
None.
Try:
[TRIGGER]
[DESCRIPTION]Set a switch first[/DESCRIPTION]
[CONDITIONS]
[*]Elapsed time 0.
[/CONDITIONS]
[ACTIONS]
[*]Set Switch 1.
[/ACTIONS]
[/TRIGGER]
[TRIGGER]
[DESCRIPTION]Start 1st countdown[/DESCRIPTION]
[CONDITIONS]
[*]Switch 1 is set.
[/CONDITIONS]
[ACTIONS]
[*]Set countdown timer at x.
[/ACTIONS]
[/TRIGGER]
[TRIGGER]
[DESCRIPTION]End of countdown/start of wave[/DESCRIPTION]
[CONDITIONS]
[*]Countdown timer is at 0.
[*]Switch 1 is set.
[/CONDITIONS]
[ACTIONS]
[*]Clear Switch 1.
[*]Spawn x units at y location, give z order.
[*]Set Switch 2.
[/ACTIONS]
[/TRIGGER]
For the next countdown start, have the condition be 'Switch 2 is set,' so then you can have different units spawn each time. Continue until you have all of your waves.
None.
Quote from FatalException
Try:
[TRIGGER]
[DESCRIPTION]Set a switch first[/DESCRIPTION]
[CONDITIONS]
[*]Elapsed time 0.
[/CONDITIONS]
[ACTIONS]
[*]Set Switch 1.
[/ACTIONS]
[/TRIGGER]
[TRIGGER]
[DESCRIPTION]Start 1st countdown[/DESCRIPTION]
[CONDITIONS]
[*]Switch 1 is set.
[/CONDITIONS]
[ACTIONS]
[*]Set countdown timer at x.
[/ACTIONS]
[/TRIGGER]
[TRIGGER]
[DESCRIPTION]End of countdown/start of wave[/DESCRIPTION]
[CONDITIONS]
[*]Countdown timer is at 0.
[*]Switch 1 is set.
[/CONDITIONS]
[ACTIONS]
[*]Clear Switch 1.
[*]Spawn x units at y location, give z order.
[*]Set Switch 2.
[/ACTIONS]
[/TRIGGER]
For the next countdown start, have the condition be 'Switch 2 is set,' so then you can have different units spawn each time. Continue until you have all of your waves.
That you very much. I have a feeling I'll probably have a lot more questions about my map, but hopefully I will be able to find so answers for myself.
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
Combine Nimitz' and Fatal's ideas:
Rename an unused unit like neutral - neutral - cantina to "LEVEL" and use it as a deathcounter to determine the level.
Init:Computer Player
Conditions:Always
Actions:Set Death Counts for Computer player 'set to' 1 for LEVEL
Set Countdown timer to x seconds
(So ppl have time to build 1st defense)
Level 1:Computer Player
Conditions:Countdown Timer is at at most 0s
Current Player has suffered exactly 1 deaths of LEVEL
Actions:» Do whatever you like «
Set Countdown timer to x seconds
Set Death Counts for Computer player 'set to' 2 for LEVEL
Level 2:Computer Player
Conditions:Countdown Timer is at at most 0s
Current Player has suffered exactly 2 deaths of LEVEL
Actions:» Do whatever you like «
Set Countdown timer to x seconds
Set Death Counts for Computer player 'set to' 3 for LEVEL
... and so forth