[TD] new level starts when old level finishes

J

JasonD

Guest
Hey,

I looked around for a code to make my new level start after my old level finishes (i.e. all the units spawned in the last level leave the map, either dead by tower or dead by getting to the end)

But all I can find around here is timed levels, and I personally hate those, so I don't want them in my own TD either ;)

I tried 'stealing' some triggers from other maps, but they either can't be opened in the map editor properly, or they work completely different from what I set, or I can't understand fuck'all of their code.

Then I tried doing something myself:

Code:
lvl 2
    Events
        Unit - A unit leaves (Entire map)
    Conditions
        (((Last created unit group) is empty) Equal to True) and ((Color of (Owner of (Triggering unit))) Equal to (Color of Player 12 (Brown)))
    Actions
        Unit - Create 10 Knight for Player 12 (Brown) at (Center of ln 11 <gen>) facing (Random point in ln 11 <gen>)

Brown == creeps
Knight == lvl 2

But this doesn't work. After all the units of lvl 1 leave the map now (10 for testing purposes, and 20 lives) it says 'VICTORY!' but it doesn't spawn a new horde of guys.

What am I missing? Or, how do I create a new level based on the fact that the last one ended...?

Thanks in advance, I'll be checking this.
 
S

Spiro

Guest
You could always have it check how many units are owned by Player 12.

Level 2
Events
Unit - A unit Dies
Conditions
(Number of units in (Units owned by Player 12 (Brown))) Equal to 0
Actions
Unit - Create 10 Knight for Player 12 (Brown) at (Center of ln 11 <gen>) facing (Random point in ln 11 <gen>)
 
J

JasonD

Guest
Spiro said:
You could always have it check how many units are owned by Player 12.

Level 2
Events
Unit - A unit Dies
Conditions
(Number of units in (Units owned by Player 12 (Brown))) Equal to 0
Actions
Unit - Create 10 Knight for Player 12 (Brown) at (Center of ln 11 <gen>) facing (Random point in ln 11 <gen>)

Thanks, that looks logical enough.

Can I set the condition to "(All units of (Units owned by Player 12 (Brown)) are dead) Equal to True" or wouldn't that work?
 
J

JasonD

Guest
That works, too... Just thought I'd let you know.

Well, another problem solved. Thanks.
 
J

JasonD

Guest
this doesn't quite fix it.

The trigger now keeps spawning 10 Knights, no matter what came before that.

When it spawned lvl 3 (riflemen) it also spawned 10 knights, because all player 12's units were dead...

How do I make that trigger work only once? Destroy it after it has done its job? (probably the fastest/easiest way?)
Or check if the previous trigger that worked is the trigger of lvl x-1? And how do I do that?
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,494
Triggers can be "initially off" (check box at the top).
Turn them off, and, when the time comes to get busy,
use the action "Trigger - Turn on <some trigger>".
 
J

JasonD

Guest
AceHart said:
Triggers can be "initially off" (check box at the top).
Turn them off, and, when the time comes to get busy,
use the action "Trigger - Turn on <some trigger>".
And I can turn them off again the same way when the time comes to get apathic...? :)
 
J

JasonD

Guest
I ticked Initially Off, and made it into this:

Code:
lvl 2
    Events
        Unit - A unit Dies
    Conditions
        (All units of (Units owned by Player 12 (Brown)) are dead) Equal to True
    Actions
        Unit - Create 10 Rifleman for Player 12 (Brown) at (Center of ln 11 <gen>) facing (Random point in ln 11 <gen>)
        Trigger - Turn off (This trigger)
        Trigger - Turn on lvl 3 <gen>

With lvl 1 creating 10 footmen en then turning on trigger 'lvl 2'
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,494
A way with much less triggers would be to create a unit-type array,
put all your "level" units inside, and work from there.

set myArray[ 1 ] = sheep
set myArray[ 2 ] = footman
...

a variable of type integer, called something like CurrentLevel, then
"Unit - create myArray[ CurrentLevel ] ... "
"set CurrentLevel = CurrentLevel + 1".
 
J

JasonD

Guest
yeh, but I don't know how to do that. I'm just a newbie mate ;)

Anyway, I finished a test version of my map.
you can download it here

host it where you want, when you want, if you want. Updates will follow. (I mean, this is just a 5 lvl test version, so they have to follow)

Thanks for all the support anywayz
 

SD_Ryoko

Ultra Cool Member
Reaction score
85
Sorry I'm late on this thread. But I see what was not mentioned.

Thats a bad way of doing it.

There is an outline on the tutorial site for tower defenses. I also spent hours and hours on it, so I'm dissapointed no one pointed that out to you.

The level complete is ALL layed out for you. TD's use food, because you never need food.

Every creep has SOME kind of food cost. Then the event is:

Event: Player - Player (brown) current food becomes 0
Actions: (start timer for break period, like 15 seconds to build stuff)

Event: Break Timer expires
Actions: Spawn the shit

That means, the level is done. No food used. No unit groups, no dead bodies. Food. :D

JasonD said:
Hey,
I looked around for a code to make my new level start after my old level finishes (i.e. all the units spawned in the last level leave the map, either dead by tower or dead by getting to the end)

But all I can find around here is timed levels, and I personally hate those, so I don't want them in my own TD either ;)

I tried 'stealing' some triggers from other maps, but they either can't be opened in the map editor properly, or they work completely different from what I set, or I can't understand fuck'all of their code.
 
J

JasonD

Guest
Thanks for the reply Ryoko, but I've decided to make the levels time-based anyway, because levels will take too long if the players have to wait for all the creeps to be killed.
(test it, it's a pretty long map)

So every 30 secs a lvl should start. But I can make that happen in a jip.
I'll post question upon question anyway if I can't figure it out.

But the food thing is a good idea, thanks...

>>
and by the by, for the record, I read your TD-tutorial and it helped me a lot, but I must've missed that part.
 
H

Hell-Pleaque

Guest
Take a look at that, it's my working trigger for spawning levels.

The triggers there are the only ones you need beside the Multiboard I left there if you want it.



Hmm... Exceeds your quota by 64.0 KB... If you have MSN I can send it to you there.
 
J

JasonD

Guest
Hell-Pleaque said:
Take a look at that, it's my working trigger for spawning levels.

The triggers there are the only ones you need beside the Multiboard I left there if you want it.



Hmm... Exceeds your quota by 64.0 KB... If you have MSN I can send it to you there.
you can send it to [email protected]
 
J

JasonD

Guest
I already re-coded it to a time-based level start, now I'm going to check if it works.

I do have some other questions tho, but I'll post new threads for them.
(helps searching people too, really)
 
H

Hell-Pleaque

Guest
Sent. And I gotta make the reply longer so I'm writing this.
 
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