I've rigged a basic creep, a creep spawner structure, and code that should be tallying up the mineral value of all creeps spawned so far to calculate when to launch the spawned creeps as a wave, but I have 2 problems:
A single execution of my ability to spawn my basic creep runs the trigger no less than 7 times. Obviously, this isn't supposed to be happening; why is it? (I'm using a dummy Effect - Instant ability that is detected by triggers to do my spawning)
I have a trigger that reads like this: Variable - Modify [variable]: + (Minerals cost of (Unit type of (Triggering unit))) (on a trigger that is executed as a result of spawning a creep), but a debug message shows that that value is zero when my Data editor explicitly says that it isn't. :S
EDIT: i think my first problem is because i'm detecting the Generic1 - Any stage, so it's triggering for each stage of the ability used. :)
Silly question if it is a creep spawn structure why dont you just use the Arm Magazine ability to spawn/order the creeps to attack in a wave using a count unit validator similar to the broodlord escourt's to activate the behavior that activates the unit's weapon to trigger the assault?
I managed to make a creep spawner building that got all the spawned creeps to attack without using any triggers except I used a damage taken based on energy to order the attack. Otherwise they are made to just explored the map attacking any hostiles they encounter.
Trigger wise why not just create the units using a create unit effect and use issue order when there are enough.
Why do you need to count their cost if you only will have the building spawn one creep type.
It will be able to spawn more than one creep type, and the creep spawner building will be physically separated from at least some of the spawn locations (via water). I already have a trigger system that's working aside from the hiccup with checking a unit type's mineral cost, so i want to use it :)
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I've rigged a basic creep, a creep spawner structure, and code that should be tallying up the mineral value of all creeps spawned so far to calculate when to launch the spawned creeps as a wave, but I have 2 problems:
EDIT: i think my first problem is because i'm detecting the Generic1 - Any stage, so it's triggering for each stage of the ability used. :)
Silly question if it is a creep spawn structure why dont you just use the Arm Magazine ability to spawn/order the creeps to attack in a wave using a count unit validator similar to the broodlord escourt's to activate the behavior that activates the unit's weapon to trigger the assault?
I managed to make a creep spawner building that got all the spawned creeps to attack without using any triggers except I used a damage taken based on energy to order the attack. Otherwise they are made to just explored the map attacking any hostiles they encounter.
Trigger wise why not just create the units using a create unit effect and use issue order when there are enough. Why do you need to count their cost if you only will have the building spawn one creep type.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
It will be able to spawn more than one creep type, and the creep spawner building will be physically separated from at least some of the spawn locations (via water). I already have a trigger system that's working aside from the hiccup with checking a unit type's mineral cost, so i want to use it :)