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Staredit Network -> UMS Assistance -> Respawning units.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-07 at 01:05:25
I need help with this map I'm making. Obviously. Anyways, this map is going to be a part of a campaign I am creating and the map is very similar to Aeon of Strife. Lots of action, blood, etc.

I'm having trouble figuring out what to do to make units respawn at certain intervals at a time. Like I don't want units to keep respawning every 1 or 2 seconds, but at every 4-6 seconds instead. I used always as my condition and my actions were create this unit for this player at this location and preserve trigger.

Also, I want it so that say there is a Command Center and units respawn near it. If that particular CC is destroyed then the units stop respawning there. How do you do this?
Report, edit, etc...Posted by Halo(MC) on 2004-12-07 at 01:41:10
Well set your condition for what ever you want then:
Creat x units at location y.
Wait 4-6 seconds
Preserve trigger.

And for your second question make it a switch.
Report, edit, etc...Posted by SA_Max71 on 2004-12-07 at 11:22:15
to make your units respawn every 4-6 seconds, make this trigger:

Trigger
Description:
yay! the units repswan every 5 seconds!
Players:
¤ what ever player controls the units
Conditions:
¤ always
Actions:
¤ create x unit(s) at location y
¤ wait 5000 milliseconds (ms)
¤ preserve trigger

This should answer your first question.

For your second question, you can use a switch, but it might complicate things. There is more than one way to do this, but for best results, use the trigger blow:
Trigger
Description:
this trigger is a must if you want the trigger below to work properly. Please note this trigger will center on what ever command center is closest to the left side of the map, so I suggest you keep the current player from owning more than one cc at any given time.
Conditions:
¤ elaspted time is at least 2 seconds
¤ current player brings at least 1 cc to "anywhere"
Actions:
¤ center location on current player's cc
¤ preserve trigger



null
Trigger
Players:
¤ the player that owns the cc where you want the units to respawn
Conditions:
¤ current player brings 1 cc to location "respawn"
Actions:
¤ create unit x at location "respawn"
¤ wait x millieseconds (ms)
¤ preserve trigger
Report, edit, etc...Posted by Urmom(U) on 2004-12-07 at 11:28:42
you may want to use death counters to prevent an overlap of long waits.
Report, edit, etc...Posted by SA_Max71 on 2004-12-07 at 11:49:19
now why the : censored.gif : would you want to do that? The triggers I listed won't have any wait overlaps.
Report, edit, etc...Posted by Urmom(U) on 2004-12-07 at 12:22:47
well because of the fact that hes bound to have other waits running at the same time. using death counters would just resolve wait block problems hed encounter later in his map.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-10 at 11:41:26
Thanks for the help! It works pretty good. How would I use the death counters though along with the triggers?
Report, edit, etc...Posted by Urmom(U) on 2004-12-10 at 15:02:37
death counters would most likely complicate the problem and you may have to have multiple triggers. but since you got it working i dont think ill explain them.
Report, edit, etc...Posted by SaLaCiouS(U) on 2004-12-10 at 16:23:13
Don't use Death Counters unless you are hypering the map and even then, you should only attempt such a thing if you are an advanced map maker for it is quite complicated. There is however a tutorial on the use of Death Counters.
Report, edit, etc...Posted by LegacyWeapon on 2004-12-10 at 16:45:27
http://www.staredit.net/index.php?act=tuto...eath%20Counters


Here it is!
if you don't use death counters, the waits of different spawning places and units will stack up. In my Uprising, I had so many units that it took forever for them to spawn because of the waits. When I switched to death counters, everything was fine.
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