See, there is this rpg map that I made and specific creeps spawn and spawn and spawn at specific locations. But the interval in which the spawn by is different, and I use the wait trigger to help...
| Trigger |
| Description: |
| Spawn IF |
|
| Players: |
| ¤ Player 8 (enemy) |
| Conditions: |
| ¤ foes bring atleast one unit to 'swamp zone' (location) |
| Actions: |
¤ Create 2 infested terran for player 8 at 'spawn if'
|
¤ wait 20000 ms
|
| ¤ preserve trigger |
| Trigger |
| Description: |
| Spawn Drone |
|
| Players: |
| ¤ Player 8 |
| Conditions: |
| ¤ Foes bring atleast one unit to 'swamp zone' (location) |
| Actions: |
¤ create 6 drones for player 8 at 'spawn drone'
|
¤ wait 10000 ms
|
| ¤ preserve trigger |
| Trigger |
| Description: |
| Spawn Broodling |
|
| Players: |
| ¤ player 8 |
| Conditions: |
| ¤ Foes bring atleast one unit to 'swamp zone' (location) |
| Actions: |
¤ create 10 broodlings for player 8 at 'spawn brood'
|
¤ wait 15000 ms
|
| ¤ preserve trigger |
will these triggers clash because of the seperate intervals and malfunction or something???

the wait shouldn't interfer with the triggers you have listed here. For that matter, you could put the actions into two triggers if you wanted to.
Hmmm the wait shouldn't interfear. It could be that sometimes there is no unit at that swamp location or something...
@SA_Max71: It can't be put into one trigger which will work like those triggers.
What? You couldn't have a better example of wait blocks. (actually you could but lets not go there)
YES the waits WILL cause problems.
I wouldn't use this system for spawning units at all, because eventually too many units will spawn and the AI will die (I'm not sure what that's about, but the units will stop doing anything). Also you can run into unit overflow problems. I suggest wiping out timed spawning altogether and have it wait until all the units are defeated, then have a brief wait, and spawn again. Actually you'd be doing what you are doing now anyway but with an added condition of "Comp Brings 0 Units to Location" to avoid problems like those listed above.
yea,
but if I wanted keep the intervals as a principle of respawning rate, what other counters would work? And If i used hyper trigger on an another comp player, it wouldn't speed it up right because of the wait triggers?
btw, I don't want the counter to show, and the only way I could think of was waits...

oh yes he can, look at this:
---
1. a b c
2.
3. a
4. b
5. a c
6.
7. a b
8.
9. a c
10. b
11. a
12.
preserve trigger
---
instead of writing it in a trigger formula I've typed it as sort of a table.
every space between two numbers is a delay of 5000 milliseconds, a is drones, b is broodlings and c is infested terran.
he CAN write one trigger of those.
every time you have many triggers belong to the same player and have the same conditions, merge them.
the only time it won't be impossible is when they're too long when they're merged.
also, if those 3 triggers will be merged into 1 there won't be a wait block and it'll make everything simple.
[edit] bolt_head is right, there will than be a problem with the cycle.
ignore this idea ppl...
The only problem being that the trigger continues to spawn units even after the conditions are no longer met, until the cycle compleats.