First, you create the timer. When the timer expires you can run the trigger to spawn the unit. Best, save the number of units in a global variable and increase this every round. Add all spawned units into a unit group and when a unit dies you can check the number of units in uni group.
I think the best way would be with the Data editor, but I can't help you with that. With triggers you could create an actor model at the units point and move the created actor while he slides down. when finished you destroy the created model.
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The Problem is that you destroy all dialogs when player 1 clicks a dialog button. Instead of destroying all, just hide it for the triggering player.
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There is a function "Closest Unit to point" so you could make:
In issue order you have to make: Issue order attacking Point or Unit. When you do Point make Position of Unit else just the unit
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Set Last Wave = 24 Increase the Array sice of the Unit Type array to 25 and fill that array with units you want to spawn each round
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Here it is
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This works like you want to (I hope)
You could still check for the unit type or owner of killing unit.
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You can easily get the X and Y coordinates where you click. But I think you really change the cursor. The work around for this is to use
and then to create a dialog with an image in the center of the screen.
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You wanted something like this?
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First, you create the timer. When the timer expires you can run the trigger to spawn the unit. Best, save the number of units in a global variable and increase this every round. Add all spawned units into a unit group and when a unit dies you can check the number of units in uni group.
Something like this:
Sry for the bad code, i don't have the editor here right now. I hope this helps you
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I think the best way would be with the Data editor, but I can't help you with that. With triggers you could create an actor model at the units point and move the created actor while he slides down. when finished you destroy the created model.
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select trigger stuff, copy as text. Then you can paste it here
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He was faster ^^
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Well I quickly tried that with
and it worked without a problem. Maybe you should post your trigger to have a look at that.
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Maybe put them in different unit groups. when timer elapses you can check the unit group if a unit of that type is alive in that unit group.
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Did you create a region with the editor or via triggers? If you did it in the editor you can just use that region with that event.
The Unit entering the region is then the "Triggering unit"
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Ok. Let me know if this worked for you :)