Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: unit waves in defence maps
unit waves in defence maps
Jan 18 2009, 8:54 pm
By: bloodstorm  

Jan 18 2009, 8:54 pm bloodstorm Post #1



can some one explain to me how to make wave of units in a defense map? I can't figure it out at all!



None.

Jan 18 2009, 9:02 pm Falkoner Post #2



In many defense maps, the maker simply has a trigger that is like this:

Always

Create 5 'Defense Unit' for Player 8
Preserve Trigger

And this will spawn 5 marines about every 2 seconds, however, if you have Hyper Triggers you'll need to use a Death Count Timer to create the pauses in between, or you can use a wait if you know what you're doing.



None.

Jan 18 2009, 9:06 pm BiOAtK Post #3



By waves I assume you mean after all enemies are dead, a timer starts and after the timer is down a new wave appears. This is pretty simple, without hypers.
Here's how you'd do it:
Quote
Trigger("Enemy"){
Conditions:
Bring("Enemy", "Enemy Unit", "Anywhere", At most, 0);

Actions:
Create Unit("Enemy", "Enemy Unit", 10, "Spawn Loc");
Set Deaths("Progress", "Progress Marker", Set To, 1);
}

//-----------------------------------------------------------------//

Trigger("Enemy"){
Conditions:
Bring("Enemy", "Enemy Unit", "Anywhere", At most, 0);
Deaths("Enemy", "Progress Marker", Exactly, 1);

Actions:
Set Countdown Timer(Set To, 30);
}

//-----------------------------------------------------------------//

Trigger("Enemy"){
Conditions:
Deaths("Enemy", "Progress Marker", Exactly, 1);
Countdown Timer(Exactly, 1);

Actions:
Create Unit("Enemy", "Enemy Unit 2", 10, "Anywhere");
Set Deaths("Enemy", "Progress Marker", Set To, 2);
}

//-----------------------------------------------------------------//

The first trigger spawns 10 enemies and then sets the progress to 1, to show that wave 1 has been spawned.
The seconds trigger detects when all of the marines are dead and when the progress is 1, which makes it only fire after the first trigger fired. It then starts a 30-second (well, really 29-second) countdown timer to give the players room in between waves.
The third trigger detects when the countdown timer falls to 1. It's set at 1 to be safer on glitches, as does the other condition, then it spawns 10 of the second wave.



None.

Jan 19 2009, 5:53 pm bloodstorm Post #4



thanks for the help much appreciated :D



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Oh_Man -- true
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RIVE -- Still annoyed there was never a trigger to stop or pause wavs.
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Oh_Man -- where they use third party audioprogram called WWISE which basically makes adding audio extremely difficult
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Oh_Man -- i appreciate SCBW's ability to just let us upload and play WAVs so much compared to nightmare that is total war warhammer 3
[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
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