HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Need trigger help badly

12-24-2003, 12:04 AM#1
teamdan
I've been working on this map based on everquest.

EQRaid Start
Events
Map initialization
Conditions
Actions
Player Group - Pick every player in (All players) and do (Visibility - Create an initially Enabled visibility modifier for (Picked player) emitting Visibility across (Playable map area))
-------- Setup Game Speed --------
Game - Set game speed to Fastest
Game - Lock the game speed
-------- Setup Time of Day --------
Game - Set the time of day to 18.01
Game - Set time of day speed to 50.00% of the default speed
-------- Setup Players --------
Player Group - Pick every player in (All players) and do (Player Group - Add (Picked player) to Raiders)
Player Group - Remove Player 12 (Brown) from Raiders
Player Group - Remove Player 11 (Dark Green) from Raiders
-------- Timer --------
Trigger - Run Timer <gen> (ignoring conditions)


Ok so this is working. the timer DOES start

Timer
Events
Conditions
Actions
Countdown Timer - Start Next_Wave as a One-shot timer that will expire in 15.00 seconds
Countdown Timer - Create a timer window for Next_Wave with title First Spawn in:
Set FirstSpawn = (Last created timer window)

The Timer doesn't change the title, but the countdown for 15 seconds DOES appear above the leaderboard

Start Spawn
Events
Time - Next_Wave expires
Conditions
Actions
Countdown Timer - Destroy (Last created timer window)
Trigger - Turn on Next Wave <gen>


The countdown timer DOES get destroyed, but sure about the turn on next wave part.


Next Wave
Events
Player - Player 11 (Dark Green)'s Food used becomes Equal to 0.00
Conditions
Defeat Equal to False
Actions
Unit - Create Monster_Amount Monster_Type for Player 11 (Dark Green) at (Center of Arena <gen> ) facing Default building facing degrees
-------- Timer --------
If (Wave_Number Equal to 1) then do (Do nothing) else do (Countdown Timer - Start Next_Wave as a One-shot timer that will expire in 30.00 seconds)
Trigger - Run Update_Title (ignoring conditions)
-------- Set Next Level --------
Trigger - Run Set Level <gen> (ignoring conditions)
Set Wave_Number = (Wave_Number + 1)


Right here, no monsters spawn at all, no countdown timer, nada.


Set Level
Events
Conditions
Defeat Equal to False
Actions
-------- Wave 1 --------
If (Wave_Number Equal to 1) then do (Set Monster_Type = Rat) else do (Do nothing)
If (Wave_Number Equal to 1) then do (Set Monster_Amount = 8) else do (Do nothing)
-------- Wave 2 --------
If (Wave_Number Equal to 2) then do (Set Monster_Type = Skeleton) else do (Do nothing)
If (Wave_Number Equal to 2) then do (Set Monster_Amount = 10) else do (Do nothing)
-------- Wave 3 --------
If (Wave_Number Equal to 3) then do (Set Monster_Type = Emperor Crush) else do (Do nothing)
If (Wave_Number Equal to 3) then do (Set Monster_Amount = 10) else do (Do nothing)
If (Wave_Number Equal to 3) then do (Trigger - Run Emp Crush <gen> (ignoring conditions)) else do (Do nothing)



That's what the set level looks like, at one point the mobs WERE spawning, but the timer wasn't... now its vice versa, wtf?




Ok, the basic idea is as follows:

Game starts which turns the timer on. Timer ends, spawn starts. Then after the 1st wave, a 30 second countdown timer starts, then after that timer ends, a new wave starts.


I need massive help, i'm so confused. Thanks so much!
12-24-2003, 01:26 AM#2
[Death]
Quote:
Originally posted by teamdan
Start Spawn
Events
Time - Next_Wave expires
Conditions
Actions
Countdown Timer - Destroy (Last created timer window)
Trigger - Turn on Next Wave <gen>


The countdown timer DOES get destroyed, but sure about the turn on next wave part.


Next Wave
Events
Player - Player 11 (Dark Green)'s Food used becomes Equal to 0.00
Conditions
Defeat Equal to False
Actions
Unit - Create Monster_Amount Monster_Type for Player 11 (Dark Green) at (Center of Arena <gen> ) facing Default building facing degrees
-------- Timer --------
If (Wave_Number Equal to 1) then do (Do nothing) else do (Countdown Timer - Start Next_Wave as a One-shot timer that will expire in 30.00 seconds)
Trigger - Run Update_Title (ignoring conditions)
-------- Set Next Level --------
Trigger - Run Set Level <gen> (ignoring conditions)
Set Wave_Number = (Wave_Number + 1)


Right here, no monsters spawn at all, no countdown timer, nada.


First, you make the "Next Wave" Initially off. (You do this by UNchecking the box below the Conditions button). Here's what you should do.

Start Spawn
Events
Time - Next_Wave expires
Conditions
Actions
Countdown Timer - Destroy (Last created timer window)
Trigger - Turn on Next Wave <gen>

Next Wave:
Events:
Player - Player 11 (Dark Green)'s Food used becomes Equal to 0.00
Conditions:
Defeat Equal to False
Actions:

Turn off (This Trigger)

^Add this.^

-------- Set Next Level --------
Trigger - Run Set Level <gen> (ignoring conditions)
Set Wave_Number = (Wave_Number + 1)

^Move this from the bottom to the beginning of the trigger^

Unit - Create Monster_Amount Monster_Type for Player 11 (Dark Green) at (Center of Arena <gen> ) facing Default building facing degrees

-------- Timer --------
If (Wave_Number Equal to 1) then do (Do nothing) else do (Countdown Timer - Start Next_Wave as a One-shot timer that will expire in 30.00 seconds)

Now, I'm assuming Wave_Number is an Interger Variable. If so, do this:
If (Wave_Number Equal to 1) then do (Countdown Timer - Start Next_Wave as a One-shot timer that will expire in 30.00 seconds) else do (Countdown Timer - Start Next_Wave as a One-shot timer that will expire in 30.00 seconds)

Trigger - Run Update_Title (ignoring conditions)

^ What is this up there? ^

I hope I solved everything. If I didnt solve anything, please tell me so... I'm so very tired right now, I could've missed something.
12-24-2003, 03:14 AM#3
teamdan
:( nothing was solved. the orignal timer runs through, and then STILL no monsters spawn, i dont see what's wrong!! Help! you want points to fix this? sure.
12-24-2003, 11:58 AM#4
[Death]
Hmm... I don't know whats wrong, sorry, but you could open up a TD, any kind of TD, and learn how they make the monsters spawn.