| 05-05-2006, 10:23 AM | #1 |
Hii. I need help for my triggers. I may be asking too much but, i cant really figure out what triggers must my TD have. --------------------------------------- (1a)(1)(1)(1)(1)(1)(1)(1)(1)(1)(1)(1)(1)(1b) ============================== (1a)(1)(1)(1)(1)(1)(1)(1)(1)(1)(1)(1)(1)(1b) --------------------------------------- (2a)(2)(2)(2)(2)(2)(2)(2)(2)(2)(2)(2)(2)(2b) ============================== (2a)(2)(2)(2)(2)(2)(2)(2)(2)(2)(2)(2)(2)(2b) --------------------------------------- (3a)(3)(3)(3)(3)(3)(3)(3)(3)(3)(3)(3)(3)(3b) ============================== (3a)(3)(3)(3)(3)(3)(3)(3)(3)(3)(3)(3)(3)(3b) --------------------------------------- (4a)(4)(4)(4)(4)(4)(4)(4)(4)(4)(4)(4)(4)(4b) ============================== (4a)(4)(4)(4)(4)(4)(4)(4)(4)(4)(4)(4)(4)(4b) --------------------------------------- [Legend: Numbers in brackets means the player's number. (Player 1,2,3 and 4). The whole row of numbers is their lane. Monsters will first spawn at 1a, then minus a player's live at 1b. Creeps will "march" towards both of their lanes. So it is much harder. For example, level 1 has 20 creeps. 10 will go the bottom lane, 10 will go the top lane for each player. level 2 has 30 creeps. 15 will go the bottom lane, 15 will go the top lane. level 3 has 40, 20 will go to bottom lane, 20 will go the top lane. Each level adds 10 creeps. Air levels are 7,14,21,28 and 35. 5 levels of boss (1st level boss -> 10 creeps, 2nd level boss -> 8 creeps, 3rd level boss -> 6 creeps, 4th level boss, 4 creeps, last level of boss, 2 creeps, then end game). So total of 40 levels. ] -> Thats what i thought of. If you cant give specific triggers for my map, can you like try to .. give hints to me what a TD needs. Thanks alot. |
| 05-05-2006, 12:33 PM | #2 |
Welcome to the mapping community :P It's not that hard to trigger out a TD. Just create creeps, and make regions to specify where you want each wave to go. Group them around a region, and order them to move to another. When they reach another, just add a trigger event - a unit enters region and order them to move to the next. As for the number of creeps, make variables that specify certain levels, and create the creeps matching the levels. Just play with variables. Triggers for a whole map can be alot, you have to experiment and play with it to get exactly what you need. |
| 05-05-2006, 05:16 PM | #3 |
If this is your first time messing with wc3 it takes a lot of messing around with to get the idea of how it works. |
| 05-05-2006, 11:15 PM | #4 |
From my experience, most mapmakers dont make maps, and instead fool around. Then eventually they make a few maps. Maybe they make some bad ones. But for the most part, you mess around and get a feel for things. You try and make spells you dont know how to make, because it forces you to learn things. What I'm trying to say is that, from my experience, most mapmaking is messing around with the editor, as Ghost.X said. |
| 05-06-2006, 02:38 AM | #5 |
Thanks. Will try to mess around with the editor xD Post 2: Im still troubled bout what to do for monster spawns T_T Can anyone just support me with 1 trigger to start off with? Im finished with my Map Initialization Trigger. Edited by Blade.dk. Reason: Merged doubleposts. |
| 05-06-2006, 06:28 AM | #6 |
Alright, I'll try something. You understand regions, correct? If not, they are basically invisible marked areas on your map that you can manipulate. Um, not sure how your TD really runs, but I think it is when the units die it spawns more. Possibly. So, I dont think giving you a full trigger will help... maybe it will... TD Spawns Events Unit - A unit Dies Conditions (Unit-type of (Triggering unit)) Equal to Dwarf Actions Set RedTDLives = (RedTDLives + 1) If (All Conditions are True) then do (Then Actions) else do (Else Actions) If - Conditions RedTDLives Equal to 20 Then - Actions Trigger - Run Dwarf Spawns <gen> (ignoring conditions) Else - Actions Do nothing Okay, that would, in theory, check when a unit dies, then check if it's a Dwarf (Just some generic name), and then add 1 to a Variable. Variables are ways of storing information, incase you didnt know. They can store numbers, units, well... pretty much anything. They can be recalled later. So, once it stores it, every time a unit dies it will check if there are 20 dead (or, rather, if the variable is 20). Following this, you can make a simple trigger using Unit - Create X UNIT at (Center of (REGION)) facing DEFAULT BUILDING DEGREES and then Unit - Order LAST CREATED UNIT to move to (Center of (REGION)). Um... this is just an untested example, so... Basically: 1) Trigger checks when a unit dies 2) If unit is a "Dwarf" it adds 1 to a Variable 3) If the Variable is 20 it runs a trigger that will, presumably, make more "Dwarves." You can string lots here, and if you want to make more than one kind of enemy (which you probably will), you can easily make it all in one trigger... or many if you so choose. For many just make copies of whatever trigger you use and change out the unit names, so every time something dies it will check all of them. If you instead decide to do it all in one, then take out the the Conditions and put in another If/Then/Else, and put the dwarf one in that, and then make more in the same trigger. Messier, but all in one trigger. Theres too many ways to do things for me explain. Again, mess around... EDIT: Also, try not to double post. |
| 05-06-2006, 12:56 PM | #7 | |||
So everytime that 20(a) dwarves dies, 21(b) will appear? 21 dies, 22(c) appears? Is it so? If so, then how can i set a timer to make it so that after a group dies, b will spawn after 30 seconds. Edit: Quote:
I am totally blur about this part. Is it possible for you to provide a screenshot? I tried putting RedTdLives as the variable.. cant seem to work. Is RedTD the player, or what? .. Edit2: I tried making some triggers. Theres this trigger where you type -spawn, it will create 3 footmans at their starting region, walking towards the end where the player's lives will be deducted if they reached there. Once again, how do you do the lives system? .. Edit3 (refers to Edit2): Someone gave me a map to work on, its this 4 man mazes. They use a lives spawn trigger thing, Quote:
Quote:
this is what it does. i have no idea how it works. omg. i know im seriously asking too much. but .. i cant seem to find anything related to this. sorry guys. what it does is that it creates an invulnerable child at player 11 & 12's starting locations. |
| 05-06-2006, 04:11 PM | #8 | |
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Totally fine, my triggering is rather messy. Anyway, as for the part about RedTDLives, that would be an INTEGER variable. It would just count when a Dwarf dies. Or any unit in theory, but in this case a dwarf. Ok, for lives, it all depends on how you want to run it. You probably want a text that will say when you leak, but beyond that I'm not sure. Do you want units to die when you lose lives? Just make a trigger that says when a unit enters REGION if unit is unit of type UNIT, set LIVES to LIVES - 1. REGION is the area where you want units to go and reduce lives, the leak area, be it a ship, just some stone, or a castle. UNIT would be whatever the unit is thats going. LIVES would be an integer variable that counts your lives.Setting it to LIVES - 1 just reduces it by 1. Then you can add an If/Then/Else part to the trigger that will check if LIVES = 0 and then it will end the game in defeat for the player. Else it will do none. Again, just lots messing around. |
| 05-07-2006, 01:26 AM | #9 | ||
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How do i set its maximum life to 40? Edit: Quote:
I may understand a bit of it know, you set the lives of the player to 20,it checks whether his lives is 20, and if a unit dies, the monster spawn will occur again? Is it so? .. |
| 05-07-2006, 05:00 PM | #10 | |
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As for setting max lives, just set that Variable to 40, if thats what you're asking. Anyway, go figure things out for yourself, really, its not as hard as it sounds. A few days of fiddling and you should be good to go. |
