War for the Overworld

War for the Overworld

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Timer issues?
I'm experimenting with Timers and not really getting any results. I'm trying to accomplish:
Every number of seconds, spawns party at location.
I have different timers going for the different parties.
All Timers are loopable, start enabled, and everything /should/ be right

My script is:
When Trigged by Timer,
Spawn Party at location.

Yet no matter how I go about it, the party will spawn immediately, and then never again.

I tried to do some extra scripting to make a workaround

On Start/or/When Triggered by [VARIABLE]
Wait amount of time
Trigger [VARIABLE]

And while it does work the first time, it still doesn't repeat.


Has anyone found a way to get a repeating/looping timer going, or is there just something wrong on my end?
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Showing 1-9 of 9 comments
I have it working on a test map. Here is what I've done:

1. I have a number "NTimer" and a timer "TTimer". TTimer loops every 1 second and triggers 0.
2. I have a script that triggers on 0 and increases NTimer by 1. With this, I can also use it in a timer objective (which display numbers as mm:ss). So after NTimer is increased, in the same script I update the objective (may not be what you want, but I thought I'd let you know anyways).
3. I have another script that triggers when NTimer reaches a certain number, then NTimer is reset to 0 and a party is spawned.
4. I have a on game start that sets NTimer to 0 and starts TTimer.

For your purpose, you could just let NTimer continue to count and not reset it. Then have several scripts that trigger on number = NTimer (ie. NTimer = 30, spawn1; NTimer = 40, spawn2; etc). If you want to repeat those, after a certain number is reached, then reset NTimer to 0.

Questions?
BLACKcOPstRIPPa May 3, 2018 @ 4:34am 
Originally posted by ♥♥♥♥ Goblin:
I have it working on a test map. Here is what I've done:

1. I have a number "NTimer" and a timer "TTimer". TTimer loops every 1 second and triggers 0.
2. I have a script that triggers on 0 and increases NTimer by 1. With this, I can also use it in a timer objective (which display numbers as mm:ss). So after NTimer is increased, in the same script I update the objective (may not be what you want, but I thought I'd let you know anyways).
3. I have another script that triggers when NTimer reaches a certain number, then NTimer is reset to 0 and a party is spawned.
4. I have a on game start that sets NTimer to 0 and starts TTimer.

For your purpose, you could just let NTimer continue to count and not reset it. Then have several scripts that trigger on number = NTimer (ie. NTimer = 30, spawn1; NTimer = 40, spawn2; etc). If you want to repeat those, after a certain number is reached, then reset NTimer to 0.

Questions?
I wouldn't reccommend reseting the timer you just have to make it a single trigger thats loopable for last wave.
you can have it turned off at start of game, then at end turn on the trigger and just have it link to the timer, or a new timer that is loopable.
Every 300 seconds (5 minutes) spawn party x, then it loops and 300 seconds later it runs that again and spawns party.

I say this because if you start over, your going back to the beginning attack waves, which would be smaller and lower level I would imagine then the end game waves. Resending the very last wave over and over would atleast keep them at level 10 with however many you want to add to that attack wave.

I am making an assumption that your going to start at level 1 minions and level them up through normal means over the course of time.
I'm kinda seeing. I guess I'll be more specific to kinda show what I'm going for.

I have 5 party spawning scripts. When the appropriate Trigger is activated, it has a condition that checks if the Underlord has 5 or less units before spawning the party, so any timer reactivating actions can't be put in here as it wouldn't go on if the condition was not met and stop completely.

I have 5 timers with different times, each one corrosponding to the different parties.
These parties are meant to repeat, and not raise in level.
Last edited by A Very Festive Scarecrow; May 3, 2018 @ 10:57am
nutter666 May 3, 2018 @ 12:30pm 
Originally posted by A Very Festive Scarecrow:
I'm kinda seeing. I guess I'll be more specific to kinda show what I'm going for.

I have 5 party spawning scripts. When the appropriate Trigger is activated, it has a condition that checks if the Underlord has 5 or less units before spawning the party, so any timer reactivating actions can't be put in here as it wouldn't go on if the condition was not met and stop completely.

I have 5 timers with different times, each one corrosponding to the different parties.
These parties are meant to repeat, and not raise in level.

You do realise that workers count as Units right? So it'll probably always be true (or false).
Last edited by nutter666; May 3, 2018 @ 12:45pm
Originally posted by nutter666:
Originally posted by A Very Festive Scarecrow:
I'm kinda seeing. I guess I'll be more specific to kinda show what I'm going for.

I have 5 party spawning scripts. When the appropriate Trigger is activated, it has a condition that checks if the Underlord has 5 or less units before spawning the party, so any timer reactivating actions can't be put in here as it wouldn't go on if the condition was not met and stop completely.

I have 5 timers with different times, each one corrosponding to the different parties.
These parties are meant to repeat, and not raise in level.

You do realise that workers count as Units right? So it'll probably always be true (or false).

Isn't there a condition where you can identify the units to check (ie. pick only gateway/beasts)?
nutter666 May 3, 2018 @ 3:50pm 
Originally posted by ♥♥♥♥ Goblin:
Isn't there a condition where you can identify the units to check (ie. pick only gateway/beasts)?

Not if it's the CountUnits condition, no.
Oh this underlord doesn't have workers.
I'm using an underlord instead of empire as spawning them as the empire causes them to be still and not follow patrols
underlord units meanwhile (even without a core) wander around and follow patrols.
BLACKcOPstRIPPa May 4, 2018 @ 9:15am 
You can't do a count units, but you can make a list then have a trigger check said list.

I have my gold done by a condition that checks to see if Target is still alive, then I identified them by their unique in game ID's they are all destroyable overworld gateways and I named then ex. Gold Income 1234
They provide gold every sec that they are alive, and the number is the games identifier so I can figure out which trigger goes to which gateway.

I have been working on a more sleek way to do this however.
I made a list, and included all overworld gateways I want to provide gold.
Then I made a trigger that made a number for every entry in said list, so if there are 3 then the number is 3, if there are 8 then the number is 8.
I then did math operation and multiplied that number by 25, because I want 25 gold per sec per gateways, but I can't save that number and recall it as give gold condition so. That is where I am stuck.
I could use the number the list generates, but no reason to redo all my previous work to have the same amount of scripts running in the end.
That's why it's in the works, but I don't know if there is a way to do it to delete the other scripts, or if I would end up with same amount in total either way making that a future map thought, not the current map type deal😊
You can disable scripts via an action ;)
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Date Posted: May 2, 2018 @ 11:39pm
Posts: 9