I got 10 waves now with differnt unit types, bounty and amount of units. But I wonder how I make a wave (wave 10) that spawns infested marines every second (in center of region) for a total amoutn of time. Here are the waves that i'm working with now.
------------
Wave unit types = No Game Link <Game Link - Unit[10]>
Wave spawn amount = 0 <Integer[10]>
Wave bounty amount = 0 <Integer[10]>
Current wave = 0 <Integer>--------------
Wave timer = (New timer) <Timer>
Wave timer window = No Timer Window <Timer Window>
--------------
When the wave timer stops the first wave will spawn and every 40 seconds of game time the wave timer will start again
I have to admit I can't make out exactly what you're after. Once the timer hits 0 you send a wave and restart the timer - right? After the first 9 waves, you want wave 10 to just keep spawning units every second, until the timer hits 0 again - or just for a set time?
Just add this to your wave spawning trigger, to be run when you're on wave 10. It's set to stop after the Timer variable hits 30 (after 30 seconds) - not when a timer expires.
I got a other question how do I make breaks in my waves ? Like after wave ten players will get a amount of time to rebuild and resupply and at the start of the game I dont want my wave timer to start counting. Because I want the players to have to look around and make units.
About the start of the game, just set your wave spawning trigger to be initially off (from the right-click menu) and create another trigger with the event "Time Elapsed" that turns your first trigger on. That'll delay the start of the waves (I think... I've never used it myself). You could also, of course, create another timer that turns your trigger on once it expires.
I'd create a timer for the rebuild phase either way. If you're using the trigger I posted above, just add "Turn Trigger On/Off" in the "Else" - before "General - Break" and create a timer that will fire the trigger controlling the next wave. Just make sure they're bound to different timer variables to not confuse the triggers.
Edit: Oh yeah, I think that you can use timers without creating timer windows. That way the timer will count down, but you won't see it. If that's what you're after.
Its the global varaible: Wave timer that fires the waves
How can I make a trigger with the time elapsed event to start the varaible?
Spawn waves
Events
Timer - Wave timer expires
Local Variables
Timer = 0 <Integer>
Conditions
Actions
Sound - Play UI_TerranWarningPing for (All players) (at 100.0% volume, skip the first 0.0 seconds)
Timer - Hide Wave timer window for (All players)
Unit - Create Wave spawn amount[Current wave] Wave unit types[Current wave] for player 6 at (Center of Region 001) facing 270.0 degrees (No Options)
Unit - Order all units in (Last created units) to ( Attack targeting (Position of Data Core [56.00, 48.00])) (Replace Existing Orders)
UI - Display ((("<c val="804000">" + "Night ") + (Text((Current wave + 1)))) + ((": " + (Name of Wave unit types[Current wave])) + "</c>")) for (All players) to Subtitle area
Variable - Modify Current wave: + 1
UI - Display ("Night " + (Text(Current wave))) for (All players) to Directive area
This is what I use to start the wave ... do you know how to make a break in it ?
Like this, you'll create units like normal if "Current Wave" isn't 10. If it is, it'll instead spawn Infested Terrans for 30 seconds. This should work with the break and everything.
SpawnEventsTimer-WaveTimerexpiresLocalVariablesSpawnTimer=0<Integer>ConditionsActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfCurrentWave!=10Then------- Play sound, create units and order them to attack etc.ElseGeneral-Repeat(Actions)foreverActionsGeneral-If(Conditions)thendo(Actions)elsedo(Actions)IfSpawnTimer==30Then------- Start the Rebuild Timer, that - when it expires - will start the Wave Timer again, thus continuing the loop.General-BreakElseVariable-ModifySpawnTimer:+1------- Play sound, create Infested Terrans and order them to attack etc.General-Wait1.0RealTimeseconds
Greetings
I got 10 waves now with differnt unit types, bounty and amount of units. But I wonder how I make a wave (wave 10) that spawns infested marines every second (in center of region) for a total amoutn of time. Here are the waves that i'm working with now.
------------Wave unit types = No Game Link <Game Link - Unit[10]> Wave spawn amount = 0 <Integer[10]> Wave bounty amount = 0 <Integer[10]> Current wave = 0 <Integer>-------------- Wave timer = (New timer) <Timer> Wave timer window = No Timer Window <Timer Window>--------------When the wave timer stops the first wave will spawn and every 40 seconds of game time the wave timer will start again
Thanks infinity2
@Infinity2: Go
I have to admit I can't make out exactly what you're after. Once the timer hits 0 you send a wave and restart the timer - right? After the first 9 waves, you want wave 10 to just keep spawning units every second, until the timer hits 0 again - or just for a set time?
Just add this to your wave spawning trigger, to be run when you're on wave 10. It's set to stop after the Timer variable hits 30 (after 30 seconds) - not when a timer expires.
@Zinatic: Go
Yep you totaly fixed my problem there.
Many thanks man
I got a other question how do I make breaks in my waves ? Like after wave ten players will get a amount of time to rebuild and resupply and at the start of the game I dont want my wave timer to start counting. Because I want the players to have to look around and make units.
@Infinity2: Go
You're welcome.
About the start of the game, just set your wave spawning trigger to be initially off (from the right-click menu) and create another trigger with the event "Time Elapsed" that turns your first trigger on. That'll delay the start of the waves (I think... I've never used it myself). You could also, of course, create another timer that turns your trigger on once it expires.
I'd create a timer for the rebuild phase either way. If you're using the trigger I posted above, just add "Turn Trigger On/Off" in the "Else" - before "General - Break" and create a timer that will fire the trigger controlling the next wave. Just make sure they're bound to different timer variables to not confuse the triggers.
Edit: Oh yeah, I think that you can use timers without creating timer windows. That way the timer will count down, but you won't see it. If that's what you're after.
@Zinatic: Go
Hm seems like the general repeat action dint fix the porblem after all.
The idea is to have a infested terrans spawning 1 second after an other instead of packs of units.
Thanks for the post
Its the global varaible: Wave timer that fires the waves
How can I make a trigger with the time elapsed event to start the varaible?
Spawn waves Events Timer - Wave timer expires Local Variables Timer = 0 <Integer> Conditions Actions Sound - Play UI_TerranWarningPing for (All players) (at 100.0% volume, skip the first 0.0 seconds) Timer - Hide Wave timer window for (All players) Unit - Create Wave spawn amount[Current wave] Wave unit types[Current wave] for player 6 at (Center of Region 001) facing 270.0 degrees (No Options) Unit - Order all units in (Last created units) to ( Attack targeting (Position of Data Core [56.00, 48.00])) (Replace Existing Orders) UI - Display ((("<c val="804000">" + "Night ") + (Text((Current wave + 1)))) + ((": " + (Name of Wave unit types[Current wave])) + "</c>")) for (All players) to Subtitle area Variable - Modify Current wave: + 1 UI - Display ("Night " + (Text(Current wave))) for (All players) to Directive area
This is what I use to start the wave ... do you know how to make a break in it ?
@Infinity2: Go
Like this, you'll create units like normal if "Current Wave" isn't 10. If it is, it'll instead spawn Infested Terrans for 30 seconds. This should work with the break and everything.
Edit: Attached the example file.
Greetings
That looks like it. But I dont have time to try it out now. I will give you a feedback later on.
Thanks alot !!! :)