HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Help with creep spawning...

10-28-2003, 01:54 AM#1
widdles
Doing a TS type map and having problems with the creeps spawning.

My array with what I want to spawn (it is a unit-type array with an initial value of none) :

Actions
Set SpawnGroup[0] = Peasant
Set SpawnGroup[1] = Footman
Set SpawnGroup[3] = Knight
Set SpawnGroup[4] = Rifleman
Set SpawnGroup[5] = Peasant
Set SpawnGroup[6] = Priest
Set SpawnGroup[7] = Paladin
Set SpawnGroup[8] = Gryphon Rider
Set SpawnGroup[9] = Peasant
Set SpawnGroup[10] = Spell Breaker
Set SpawnGroup[12] = Blood Mage
Set SpawnGroup[13] = Peasant

Now if I have the initial value at none it doesnt spawn anything, if i set it to like peasant, it spawns peasants every level.

Here is my trigger spawning the creeps and telling them to move:

Actions
Set currentlevel = (currentlevel + 1)
Game - Display to (All players) for 8.00 seconds the text: ((String(currentlevel)) + (String(SpawnGroup[currentlevel])))
Unit - Create 2 SpawnGroup[(currentlevel)] for Player 12 (Brown) at (Center of Team1 left start <gen>) facing 0.00 degrees
Unit Group - Add all units of (Units in Team1 left start <gen> owned by Player 12 (Brown)) to UnitGroupA
Unit Group - Pick every unit in UnitGroupA and do (Unit - Order (Picked unit) to Move To (Center of Team1 left 2 <gen>))


So basically what do i have messed up in one of my triggers that is preventing creeps spawning from the array. Also when the creeps get to my Team1 left 2 region, they turn back and head to the begining region again.... why?

Thanks.
10-28-2003, 02:06 AM#2
AllPainful
They are turning back because of their "Guard" positions.

Even if you don't have an AI turned on, you still need something like:

Pick every unit in UnitGroupA and do "Ignore AI guard position for picked unit"
10-28-2003, 02:15 AM#3
widdles
I'm dumb :( Think they're doing it because the units I spawn go into UnitGroupA, they are at region#3 by the time my 2nd group of creeps spawn, part that's messing it up is I'm putting them into UnitGroupA too and then ordering UnitGroupA to move-to region #2, causing those at region#3 to move back upto 2.

Now just to figure out the array spawns :)
10-28-2003, 07:07 AM#4
AllPainful
I don't know whats wrong with your array spawns.. Work great for me... Question, did you make sure your array is a "Unit-Type" array, and not a "Unit" or some other array? It must be a unit-type for it to work like that...
10-28-2003, 12:27 PM#5
Vexorian
Check if you don't have another trigger that sets the Currentlevel to 0, Go to the object manager, and then to the variables tap, select the CurrentLevel variable and browse the triggers that use it