how to create this spawning syatem?

millzy

Ultra Cool Member
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how would i make this spawning system

  • there are 2 lanes that the units spawn and run down
  • the amount of units depends on how many players there are
  • there are waves and levels
  • each level has 5 waves and on the last wave there is a boss(for both lanes)
  • the next level wont start untill the boss is killed
  • each level are different type of units e.g level 1 is skeletons level 2 are undead units level 3 are orcs...ect..ect
  • the abiltys on the bosses are leveled up depending on what difficulty mode it is on

    here is an example of a level
    wave 1: x skeletons and x skeleton archers
    wave 2: x (more) skeletons and x (more) skeleton archers
    Wave 3: x(same as wave 2 ) skeletons and x Greater Skeletons x(more) Archers
    Wave 4:X (more) Greater Skeletons x(same as wave 3) archers X skeleton casters
    Wave 5: same as level 4 With Skeleton Lord (boss)
 

NeuroToxin

New Member
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46
well, How does it depend on how many players there are? like if theres 4 players then theres 4 units per person? and for the abilities depending on the bosses, just make it so an ability has a certain amount of ranks, then set the level of it for whatever difficulty it is
 

millzy

Ultra Cool Member
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44
well, How does it depend on how many players there are? like if theres 4 players then theres 4 units per person? and for the abilities depending on the bosses, just make it so an ability has a certain amount of ranks, then set the level of it for whatever difficulty it is

yer somthing like that

but with the bosses what would be the easyest way to set the levels
atm iv got the difficulty to set a vairiable to the level i want the abillity to be
 

NeuroToxin

New Member
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Levels would be basically, just setting a round or a level integer variable, setting a timer, when player 12 browns food becomes less than or equal to 0, start another timer, when that timer expires start the spawning, but before you start the new timer, just do Round = Round + 1, then do just an if then else on the trigger, round = to 5, then do, create 1 X.X for XX etc.
 

millzy

Ultra Cool Member
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44
Levels would be basically, just setting a round or a level integer variable, setting a timer, when player 12 browns food becomes less than or equal to 0, start another timer, when that timer expires start the spawning, but before you start the new timer, just do Round = Round + 1, then do just an if then else on the trigger, round = to 5, then do, create 1 X.X for XX etc.

not realy sure what your going on about
 

Inflicted

Currently inactive
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spawn multiplied by the amount of players is easy.

and just make it so that every unit spawned has a food amount, and when the player's (it must be a Computer with out aany other units) food becomes 0, start timer for next round..

as said above.

i can make you a demo map if you want.
 

millzy

Ultra Cool Member
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i dont want a timer that starts after all the creeps are dead

i only want it to happen on boss rounds.... when the boss dies so the players can get a break and buy items ect

EDIT: i know how to do make 3xnumber of players of unit x

i dunno how to change the units after the bossess
 

sentrywiz

New Member
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how would i make this spawning system

  • there are 2 lanes that the units spawn and run down
  • the amount of units depends on how many players there are
  • there are waves and levels
  • each level has 5 waves and on the last wave there is a boss(for both lanes)
  • the next level wont start untill the boss is killed
  • each level are different type of units e.g level 1 is skeletons level 2 are undead units level 3 are orcs...ect..ect
  • the abiltys on the bosses are leveled up depending on what difficulty mode it is on

    here is an example of a level
    wave 1: x skeletons and x skeleton archers
    wave 2: x (more) skeletons and x (more) skeleton archers
    Wave 3: x(same as wave 2 ) skeletons and x Greater Skeletons x(more) Archers
    Wave 4:X (more) Greater Skeletons x(same as wave 3) archers X skeleton casters
    Wave 5: same as level 4 With Skeleton Lord (boss)

Create a trigger with 5 if/then/else conditions. Set it for periodic event, like every 30-40-50 second whatever to spawn units. Now you can create multiple boolean's like, level1, level2, level3, level4 and boss level. By turning the booleans off and on you can check via conditions whether you need to spawn more units or a boss.

If you like this, ill make a rough look on it.
 

millzy

Ultra Cool Member
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44
Create a trigger with 5 if/then/else conditions. Set it for periodic event, like every 30-40-50 second whatever to spawn units. Now you can create multiple boolean's like, level1, level2, level3, level4 and boss level. By turning the booleans off and on you can check via conditions whether you need to spawn more units or a boss.

If you like this, ill make a rough look on it.

im not realy sure what your saying
 

Inflicted

Currently inactive
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do a constant wave trigger, but when say level equal to 10, have an if statement spawning the boss and turning off the spawn trigger. Then when all the bosses are dead, then re-enable it.

Trigger:
  • Set SpawnAmount = ((Number of players in (All players matching ((((Matching player) slot status) Equal to Is playing) and (((Matching player) controller) Equal to User)))) x 15)


and yeah thats kindof what u'l use for the spawning amount.

EDIT: you'd change the creep type back as you did to change them into a boss.

just have a count for the amount of units that must spawn and if its like a multiple of however often bosses come then divide it so that it spawns the right amount. And change the unit-type normally..
 

millzy

Ultra Cool Member
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44
ok i think iv got the idea of how to do this ill edit when i add my triggers i got to go ill do it when i get back
 

millzy

Ultra Cool Member
Reaction score
44
well sorry the triggers are huge and i dont know how to make the in that hidden thing

is this suffiecent

Trigger:
  • Main
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Wave_count Equal to 0
        • Then - Actions
          • Set Wave_count = (Wave_count + 1)
          • Set Wave_unit_number[1] = (2 + (3 x number_of_players))
          • Set Wave_unit_number[2] = (1 + (2 x number_of_players))
          • Set temp_point = (Center of spawn point 1 <gen>)
          • Unit - Create Wave_unit_number[1] Wave_units[1] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
          • Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_temp_point)
          • Set temp_point = (Center of spawn point 2 <gen>)
          • Set Attack_points = (Center of spawn point 1 Copy <gen>)
          • Unit - Create Wave_unit_number[1] Wave_units[1] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
          • Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
          • Custom script: call RemoveLocation (udg_temp_point)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • Wave_count Equal to 1
            • Then - Actions
              • Set Wave_count = (Wave_count + 1)
              • Set Wave_unit_number[1] = (5 + (4 x number_of_players))
              • Set Wave_unit_number[2] = (3 + (3 x number_of_players))
              • Set temp_point = (Center of spawn point 1 <gen>)
              • Unit - Create Wave_unit_number[1] Wave_units[1] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
              • Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
              • Custom script: call RemoveLocation (udg_temp_point)
              • Set temp_point = (Center of spawn point 2 <gen>)
              • Set Attack_points = (Center of spawn point 1 Copy <gen>)
              • Unit - Create Wave_unit_number[1] Wave_units[1] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
              • Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
              • Custom script: call RemoveLocation (udg_temp_point)
            • Else - Actions
              • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                • If - Conditions
                  • Wave_count Equal to 2
                • Then - Actions
                  • Set Wave_count = (Wave_count + 1)
                  • Set Wave_unit_number[1] = (2 + (2 x number_of_players))
                  • Set Wave_unit_number[2] = (3 + (2 x number_of_players))
                  • Set Wave_unit_number[3] = (2 + (2 x number_of_players))
                  • Set temp_point = (Center of spawn point 1 <gen>)
                  • Unit - Create Wave_unit_number[1] Wave_units[1] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                  • Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                  • Unit - Create Wave_unit_number[3] Wave_units[3] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                  • Unit - Order (Last created unit) to Attack-Move To Attack_points
                  • Custom script: call RemoveLocation (udg_temp_point)
                  • Set temp_point = (Center of spawn point 2 <gen>)
                  • Set Attack_points = (Center of spawn point 1 Copy <gen>)
                  • Unit - Create Wave_unit_number[1] Wave_units[1] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                  • Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                  • Unit - Create Wave_unit_number[3] Wave_units[3] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                  • Unit - Order (Last created unit) to Attack-Move To Attack_points
                  • Custom script: call RemoveLocation (udg_temp_point)
                • Else - Actions
                  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    • If - Conditions
                      • Wave_count Equal to 3
                    • Then - Actions
                      • Set Wave_count = (Wave_count + 1)
                      • Set Wave_unit_number[2] = (3 + (2 x number_of_players))
                      • Set Wave_unit_number[3] = (2 + (2 x number_of_players))
                      • Set Wave_unit_number[4] = (2 + (1 x number_of_players))
                      • Set temp_point = (Center of spawn point 1 <gen>)
                      • Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                      • Unit - Create Wave_unit_number[3] Wave_units[3] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                      • Unit - Create Wave_unit_number[4] Wave_units[4] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                      • Custom script: call RemoveLocation (udg_temp_point)
                      • Set temp_point = (Center of spawn point 2 <gen>)
                      • Set Attack_points = (Center of spawn point 1 Copy <gen>)
                      • Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                      • Unit - Create Wave_unit_number[3] Wave_units[3] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                      • Unit - Create Wave_unit_number[4] Wave_units[4] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                      • Custom script: call RemoveLocation (udg_temp_point)
                    • Else - Actions
                      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                        • If - Conditions
                          • Wave_count Equal to 4
                        • Then - Actions
                          • -------- Boss Triggers --------
                          • -------- Boss Triggers --------
                          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                            • If - Conditions
                              • Wave_Level Equal to 0
                            • Then - Actions
                              • Trigger - Turn on Skeleton boss spawns <gen>
                            • Else - Actions
                          • -------- Boss Triggers --------
                          • -------- Boss Triggers --------
                          • Trigger - Turn off (This trigger)
                          • Multiboard - Set the text for (Last created multiboard) item in column 3, row 12 to (coulors[11] + Bosses Death)
                          • Set Wave_count = 0
                          • Set Wave_unit_number[2] = (3 + (2 x number_of_players))
                          • Set Wave_unit_number[3] = (2 + (2 x number_of_players))
                          • Set Wave_unit_number[4] = (2 + (1 x number_of_players))
                          • Set temp_point = (Center of spawn point 1 <gen>)
                          • Unit - Create 1 Wave_units[5] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                          • Set Wave_boss[1] = (Last created unit)
                          • Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                          • Unit - Create Wave_unit_number[3] Wave_units[3] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                          • Unit - Create Wave_unit_number[4] Wave_units[4] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                          • Custom script: call RemoveLocation (udg_temp_point)
                          • Set temp_point = (Center of spawn point 2 <gen>)
                          • Set Attack_points = (Center of spawn point 1 Copy <gen>)
                          • Unit - Create 1 Wave_units[5] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                          • Set Wave_boss[2] = (Last created unit)
                          • Unit - Create Wave_unit_number[2] Wave_units[2] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                          • Unit - Create Wave_unit_number[3] Wave_units[3] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                          • Unit - Create Wave_unit_number[4] Wave_units[4] for Player 11 (Dark Green) at temp_point facing Default building facing degrees
                          • Set Wave_Level = (Wave_Level + 1)
                          • Custom script: call RemoveLocation (udg_temp_point)
                        • Else - Actions



the system works with my multiboard clock so these are also main triggers
Trigger:
  • spawn clock 2
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Wave_countdown[2] Equal to 0
        • Then - Actions
          • Set Wave_count = 0
          • Trigger - Turn off (This trigger)
          • Trigger - Turn on spawn clock <gen>
          • Trigger - Run Unit set up <gen> (checking conditions)
          • Trigger - Run Main <gen> (checking conditions)
          • Set Wave_countdown[2] = 0
        • Else - Actions
          • Set Wave_countdown[2] = (Wave_countdown[2] - 1)
          • Multiboard - Set the text for (Last created multiboard) item in column 3, row 12 to (coulors[11] + (String(Wave_countdown[2])))


Trigger:
  • spawn clock
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Wave_countdown[1] Equal to 0
        • Then - Actions
          • Trigger - Run Main <gen> (checking conditions)
          • Set Wave_countdown[1] = 45
        • Else - Actions
          • Set Wave_countdown[1] = (Wave_countdown[1] - 1)
          • Multiboard - Set the text for (Last created multiboard) item in column 3, row 12 to (coulors[11] + (String(Wave_countdown[1])))


my unit set up and boss deaths and units attack move
Trigger:
  • Unit set up
    • Events
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Wave_Level Equal to 0
        • Then - Actions
          • Set Wave_units[1] = Skeleton Warrior (level one)
          • Set Wave_units[2] = Skeleton Archer
          • Set Wave_units[3] = Giant Skeleton Warrior
          • Set Wave_units[4] = Skeletal Mage
          • Set Wave_units[5] = Lord of the skeletons(boss)
        • Else - Actions
    • ---ect...ect----


Trigger:
  • Boss Deaths
    • Events
      • Unit - A unit Dies
    • Conditions
      • ((Triggering unit) Equal to Wave_boss[1]) or ((Triggering unit) Equal to Wave_boss[2])
    • Actions
      • Set Wave_boss_Death = (Wave_boss_Death + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Wave_boss_Death Equal to 2
        • Then - Actions
          • Set Wave_countdown[2] = 100
          • Trigger - Turn on spawn clock 2 <gen>
        • Else - Actions


i have this for each lane
Trigger:
  • main attack
    • Events
      • Unit - A unit enters spawn point 1 <gen>
    • Conditions
      • ((Triggering unit) belongs to an ally of Player 11 (Dark Green)) Equal to True
    • Actions
      • Set Attack_points = (Center of spawn point 2 Copy <gen>)
      • Unit - Order (Triggering unit) to Attack-Move To Attack_points
      • Custom script: call RemoveLocation (udg_Attack_points)
 

Inflicted

Currently inactive
Reaction score
63
wow that huge trigger has alot that seems unnecessary.

why not just have a seperate trigger that changes the wave?

and then like a much shorter one to send it?

because doing such a long trigger for every level is definatly not needed.

but yeah it looks like it would work anyway. does it work properlywhen you test it?
 

gaskell

Member
Reaction score
0
just a thought but you could make a category "waves" and a new trigger for each wave with:
Trigger:
  • Events
    • Game - Wave_count becomes Equal to 1.00

then 2, 3 etc etc
at the end of each wave you could have:
Trigger:
  • Set Wave_count = (Wave_count + 1.00)

Just a thought to tidy up the length of triggers, especially for posting :p
 
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