Post by Prepare2Lose on Dec 3, 2007 13:01:45 GMT -5
I gave u that picture in a previous post, lol.
Ok, let me explain what I have given you. I haven't told you any movement triggers at all.
Event-
Player - Player 12 (Brown)'s Food used becomes Less than or equal to 0.00
Condition-
Defeat Equal to False
Actions-
Set Level_Number = (Level_Number + 1) [this is what changes what the Game - Display text]
Countdown Timer - Start Next_Level with 30 seconds
Countdown Timer - Create a timer window for (Last started timer) with title ((Level + (String(Level_Number))) + in...) [this makes it so players can see the timer]
Trigger - Run Set Levels <gen> (checking conditions) [Set Levels is the trigger I show you below]
(and mabey some other things)
Player - Player 12 (Brown)'s Food used becomes Less than or equal to 0.00
Condition-
Defeat Equal to False
Actions-
Set Level_Number = (Level_Number + 1) [this is what changes what the Game - Display text]
Countdown Timer - Start Next_Level with 30 seconds
Countdown Timer - Create a timer window for (Last started timer) with title ((Level + (String(Level_Number))) + in...) [this makes it so players can see the timer]
Trigger - Run Set Levels <gen> (checking conditions) [Set Levels is the trigger I show you below]
(and mabey some other things)
This one would be called End Level and it is a constantly running trigger that decides when all of the bad guys are killed. Then when the bad guys are all dead it starts the 30 second timer to go to the next level. It also Runs a trigger called Set Levels, that trigger is here:
Event-
(There is no need for an event because the trigger I showed you above starts this)
Condition-
Defeat Equal to False
Actions-
If (Level_Number Equal to 1) then do (Set Monster_Type = Scout lvl 1) else do (Do nothing)
If (Level_Number Equal to 2) then do (Set Monster_Type = Engineer lvl 2) else do (Do nothing)
If (Level_Number Equal to 3) then do (Set Monster_Type = Night Ranger lvl 3) else do (Do nothing)
etc.
(There is no need for an event because the trigger I showed you above starts this)
Condition-
Defeat Equal to False
Actions-
If (Level_Number Equal to 1) then do (Set Monster_Type = Scout lvl 1) else do (Do nothing)
If (Level_Number Equal to 2) then do (Set Monster_Type = Engineer lvl 2) else do (Do nothing)
If (Level_Number Equal to 3) then do (Set Monster_Type = Night Ranger lvl 3) else do (Do nothing)
etc.
This trigger is called Set Levels
This one is telling you how to setup what monster you want for each level.
In the above trigger there is a line that says:
Set Level_Number = (Level_Number + 1)
(Level_Number is an integer variable) (Anything with _ is a variable)
Now that line takes the variable and adds 1 to it. So if it is 0, then that line would make it 1, if it is 1, then that line would make it 2, and so on.
Now, this trigger uses that line: I took out a little part of the trigger here:
If (Level_Number Equal to 1)
Now that is checking if the variable is equal to 1, if it is then it does the rest of what it says (Set Monster_Type = Scout lvl 1). If it isn't equal to 1 then it skips it and goes to the next action, which is:
If (Level_Number Equal to 1)
Now that is checking if the variable is equal to 2, if it is then it does the rest of what it says (Set Monster_Type = Engineer lvl 2). If it isn't equal to 2 then it skips it and goes to the next action, and it continues this process untill it finds the number that the variable is equal to.
Try to just get a Maul, copy the triggers from it, and paste them into your map. Then you just have to change little things like regions and variables.. its a lot easier then making a spawn trigger from scratch.