| 08-18-2008, 02:50 AM | #2 |
Yes, you need something like this in your second trigger Trigger: Actions
![]() Set RealLevel = (Execution count of (This trigger))
![]() Set CurrentLevel = (CurrentLevel + 1)
![]() Unit - Create Enemy_Count[CurrentLevel] (Unit-type of Monster_Type[CurrentLevel]) for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
![]() Unit Group - Add (Last created unit) to SpawnedMonstersObviously you will need to adjust where the units are created, clean up leaks, ect. At the end, you will have all the units you just spawned in a unit group. You can Pick every (SpawnedMonsters), and add a max HP ability to it, or use some sort of Max HP modifying system to modify it based on RealLevel. Also, if you want to run this trigger through other triggers replace the first line with RealLevel = RealLevel + 1 |
| 08-18-2008, 04:43 AM | #3 |
Upgrades will work well for the first 100 levels. |
| 08-18-2008, 05:19 PM | #4 |
A lot of maps on StarCraft have units with say, 4000 HP. Then when they are spawned, they are set to a percentage. Wave one only has 10% of that hp, wave two 20%, and so on. This might be a viable solution. |
| 08-18-2008, 06:06 PM | #5 |
Ah, just remembered: Player Handicap. |
| 08-18-2008, 06:07 PM | #6 |
There are so many better ways to do this in wc3, though. There are tricks with which you can modify max hp to any value; you can read up on that in the warcraft 3 ability guide or check out the unit properties system. |
| 08-19-2008, 12:38 AM | #7 |
You can set movement speed and health factor of creeps without any systems. This will be enouth for simple TD. |
