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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?
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 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)?
Not if it's the CountUnits condition, no.
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.
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😊