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Staredit Network -> UMS Assistance -> My map
Report, edit, etc...Posted by KaboomHahahein on 2004-09-22 at 17:39:58
Well, i made a map that is sorta like OMFG the lings but it is different. Anyways I can't seem to spawn on lvl 5. Other lvls after #5 wont spawn either except the last lvl. I think that it has something to do with population becasue the last lvl has Hero ovies and they dont take pop cap. So if someone has nothing to do can you please check my map and see what the problem is?

Edit:Took of attachment
Report, edit, etc...Posted by .Coko[CK] on 2004-09-22 at 17:46:38
Well; you've set it to a high elasped time anyhow, but maybe its because Switch 1 only works for when you've done 30minutes, not the other amount of times.
Report, edit, etc...Posted by KaboomHahahein on 2004-09-22 at 17:50:32
switch one is only supposed to be for 30 mins casue i let you chose the time you want eith 30 mines 60 or 120 mins. I have only so far done the spawning stuff for 30 mins.


Can you please hlep me out, i'm really mad... Thanks Coko for trying appreciate it.
Report, edit, etc...Posted by Narvs on 2004-09-22 at 21:11:00
Well I checked out you map and I don't understand why after lvl 5 doesn't work. However tho I got it to work by:

Trigger
Players:
¤ All Players
Conditions:
¤ 'Switch 1' is set.
¤ Elapsed scenario time is at least 900 game seconds.
Actions:
¤ Display - Next waves of Rescuers have arrived.
¤ Create Units


I switched it from "exactly" to "at least". Not sure why this works and not exactly but here is a way to solve for it.

Also a suggestion instead of center viewing alot in beginning to pick a time, to stop from moving units, is to give units to comp then give them back after he/she picks a time.
Report, edit, etc...Posted by KaboomHahahein on 2004-09-22 at 22:32:55
So you sure by making it atleast it works??? Thanks all for helping i;m gonn test it now.
Report, edit, etc...Posted by .Coko[CK] on 2004-09-23 at 14:19:31
I personally don't like using this kind of time to test things, because it takes ages to test, i prefer set up switches with different times, which i can personally.

The only issue it could have is simply you move the unit onto the wrong place, though then nothing should work...
Report, edit, etc...Posted by KaboomHahahein on 2004-09-23 at 21:11:57
*sigh... Now that I put them to at least... the timer is wrong. They units always come earlier now. Anyway to fix it?
Report, edit, etc...Posted by (U)Bolt_Head on 2004-09-24 at 01:23:21
I'm not too inclined to help since you removed the map and you listed nothing about the triggers.

But for your info what you explain resembles exactly the effects of a wait block caused by hyper triggers. In witch case i would suggest deleting your hyper triggers and recreating them.
Report, edit, etc...Posted by @:@ on 2004-09-24 at 09:27:39
^lol^

I suggest using death counts for levels instead of switches.
Report, edit, etc...Posted by KaboomHahahein on 2004-09-24 at 10:16:37
Nah the death counts wont work since the units mutiply for every person in the game. Lemme try what bolt said. If I doesn't work i'll try different combinations with the hyper triggers. If it still doesn't work I guess i'll attach the file again. Thanks to all.
Report, edit, etc...Posted by @:@ on 2004-09-24 at 12:23:35
I meant use death counts as a level counter.
Report, edit, etc...Posted by KaboomHahahein on 2004-09-24 at 16:10:24
Ya i know but they units mutiply for every person there is in the game so I won't know when to change the level. Besides I want it to be "too bad for you if you don't kill them in time". Thanks for suggestion anyways. The hyper trigger weren't the problem, i removed it and it was still of time. The calucations for the second is correct maby it has something to do with the At Least trigger. Anyways here's my map.
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