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
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.
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.
@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.
@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.
@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.