creep spawn

  • Thread starter Thread starter Dipski
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Dipski

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im making a td and id like to know the best way to make 30 levels of creeps spawn using the least amount of triggers to reduce lag can anyone help me out? is there some sort of variable loop im missing? :confused:
 
Heh. Well I'll tell you what you have to do....

Make a unittype variable ARRAY for the number of rounds minus one (29 in this case).

Then, in the initialization, set RoundUnit[0] (that is what I'd name it; the 0 to the right is the spot in the array, as you may know) equal to the first round unit type. Keep going down the line, setting RoundUnit of an array spot to the unit type. Then, all you have to do for a Round Trigger is to spawn RoundUnit[Round] where Round is an integer that starts at 0 and displays last at 29. Obviously, when you're displaying the current # of the round, you'll want Concatenate Strings with the first one saying "Round: " and the second saying convert (Round+1) to string.

Get what I mean? I can't explain it perfectly, but that is how you do it.
 
One way you could do it

Code:
Event 
A unit dies
Condition
(Unit type of (dying unit) is equal to *your unit*
Action
Wait - *your #* seconds

Create *your #* of *your unit* for Owner of (Dying Unit) at random point in 
RespawnRegion1

Create the region RespawnRegion1 where you want them to respawn
 
ok... bounties?

well, i dont really get it, maybe if u posted a trigger code or something...
also my guys wont drop gold when the die, how do you do that?
 
Player - Turn Player Flag On/Off for Player 1 (red) - Bounties

Also there is a section on how to make TDs
 
Er...what, Wark? There must be something I'm missing with that trigger, because it doesn't do crud. With that, all you'd get would be a unit being created the wait time plus a few extra seconds (depending on lag) on the respawn region. WHAT will your unit be?

Sorry, sir, this is the accepted Round Triggers....

Code:
NewRound

Events
Periodic Event every 1 second

Conditions
----

Actions
if (count units of RoundUnit[round] in (playable map area)) equal to 0 <----something like this. I'm not sure exactly what you put here because I haven't been to WE recently.
    round = round + 1
    Run RespawnUnits (a trigger that has the timers and then spawns RoundUnit[round] where round is now round+1 because all of the units from the previous round have died)
 
You're right there, Wark. You have to turn the flag on for getting gold from killing things. You can edit the gold for killing in the unit's stats on the Object Editor.
 
turn on bounty with Player - turn player flag on/off

to set the spawning units make a variable array for unit-type, have a trigger intialize at .5 seconds of game time, put a comment saying Lvl 1 and do, Set Variable *variable Unit-type(#)* = "Lvl 1 Unit" and repeat that increasing the # each time by 1 and changing the unit.


---for event you may want it to trigger when the creeps each 0 food used found in player properties, and condition, integer, a line for each creeps player, player properties *creeps food used = to 0* and make sure creeps used use food.---
for spawning the units, first make a variable for integer and have it at the beginning of your trigger, wait 2 seconds, then do For each integet A, do multiple action set it to For each (integet A) from 1 to "how many spawning you want", do (Actions), include in that Wait (.05 second if u want them to spawn in batches, or 1 if u want them to spawn gradually), now Create Unit facing angle Unit - Create 1 *unit-type(integer-variable)* for *your creeps player* at (spawnlocations"repeat for each location") facing Default building facing (270.0) degrees, last line Unit - Order (Last created unit) to Move To (Center of (ending location))
 
ok thanks a lot guys, i finally figured out how to spawn creeps in a loop :D
also the bounties work fine now, however, does anyone know how to make it so you can sell you buildings for 75% of original cost? :eek:
 
i know that but how do you make it to sell for 75% instead of 50% because it wont let you use fractions or percentages or real variables :confused:
 
hmm so i opened my we and im looking at the sell ability...

u need a trigger for it

Code:
events- a unit begins casting an ability
conditions-ability being cas equal to sell
actions-unit-remove triggering unit from gam
           player(add point value of (triggering unit)) to (owner of (triggering unit)) current gold
 
ok thx, i didnt realize that i could just change to point value to 75% and it works ;)
Does anyone know how to make it so when you put the string name of a custom unit in a message it doesnt just say "custom_001" or whatever?
 
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