Spawn Issue In Tower Defense Map

Lord_Kakashi

The Wabbits are attacking
Reaction score
27
In advance, thank you for reading this.

The issue at hand is that I want to run the spawn in a loop where it has a 0.4 delay between every spawn on each lane. However I want the spawns to occour simultaniously on each lane.

To do this, I tried to make a loop containing a loop which had a wait inside it. However the wait inside the secondary loop affects the primary loop, so now the lanes spawn 1 at a time..

Code:
Spawn
    Events
    Conditions
    Actions
        For each (Integer A) from 1 to 8, do (Actions)
            Loop - Actions
                Set Point[(100 + (Integer A))] = (Center of Regions[(29 + (Integer A))])
                For each (Integer B) from 1 to SpawnNumber[(Integer A)], do (Actions)
                    Loop - Actions
                        Unit - Create 1 ThisRound for Player 12 (Brown) at Point[(100 + (Integer A))] facing Default building facing degrees
                        Wait 0.40 seconds
                Custom script:   call RemoveLocation(udg_Point[( 100 + GetForLoopIndexA() )])

Edit: just for some clarification, since it doesnt appear entirely logical from the loop..

Region numbers 30 through 37 contains the spawning regions.
SpawnNumber is simply the amount of spawned creeps for each player.. 1 to x which might be different from another player 1 to y ect.. (hence the array)
ThisRound is just the unit variable for the unit that was chosen from the spawn table.

The only problem is that the spawns don't run simultaniously. Everything appears at the right location in the correct numbers. Just one lane at a time.

I'd much prefer if it was possible to make this in one trigger instead of making a spawn trigger for each and every player.
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Image
figure1.jpg

As it is now, 25 units will first spawn at lane A, then the loop will continue on to spawning 25 units at lane B, ect..

What I would like it to do is to spawn 25 units at lane A, while simultaniously (at the same time) spawning 25 units in lane B.

The wait is needed because I do not want the units to spawn in a big chunck, but one at a time. Although at the same time in every lane.
 

Galdiuz

Creator of Photon Command
Reaction score
98
How about switching it so it becomes like this:
Code:
Events
Conditions
Actions
    For each (Integer A) from 1 to (No of units you want to spawn), do (Actions)
        Loop - Actions
             For each (Integer B) from 1 to 8, do (Actions)
                Loop - Actions
                    Set Location = Player spawn point
                    Unit - Create 1 Level for Player 12 (Brown) at Location
                    Custom script: Remove Location
             Wait 0.40 seconds
This was freehand, so it maybe won't look right
 

Lord_Kakashi

The Wabbits are attacking
Reaction score
27
How about switching it so it becomes like this:
Code:
Events
Conditions
Actions
    For each (Integer A) from 1 to (No of units you want to spawn), do (Actions)
        Loop - Actions
             For each (Integer B) from 1 to 8, do (Actions)
                Loop - Actions
                    Set Location = Player spawn point
                    Unit - Create 1 Level for Player 12 (Brown) at Location
                    Custom script: Remove Location
             Wait 0.40 seconds
This was freehand, so it maybe won't look right

This didnt work, also there would be the issue of being able to assign the array index for the number spawn to the specific player who it should refer to.
 

X-maul

AKA: Demtrod
Reaction score
201
well i have been in a lot of trouple using waits in loops, bit shift it to
Code:
for each integer tmpInt[COLOR="Red"][integer variable][/COLOR] from 1 to 8
and then you use your variable instead of integer A
 

cleeezzz

The Undead Ranger.
Reaction score
268
galdiuz was saying use your original trig, just move the wait outside the loop.

and yes, use an integer variable or it will bug when you use integer A or B somewhere else in your map, if you dont use it anywhere else, its fine. normally, i would do spawns with a timer but thats up to you
Code:
Spawn
    Events
    Conditions
    Actions
        For each (Integer A) from 1 to 8, do (Actions)
            Loop - Actions
                Set Point[(100 + (Integer A))] = (Center of Regions[(29 + (Integer A))])
                For each (Integer B) from 1 to SpawnNumber[(Integer A)], do (Actions)
                    Loop - Actions
                        Unit - Create 1 ThisRound for Player 12 (Brown) at Point[(100 + (Integer A))] facing Default building facing degrees
                Wait 0.40 seconds
                Custom script:   call RemoveLocation(udg_Point[( 100 + GetForLoopIndexA() )])
 

Andrewgosu

The Silent Pandaren Helper
Reaction score
716
Trigger:
  • Actions
    • -------- How many spawn "rounds" --------
    • For each (Integer A) from 1 to a, do (Actions)
      • Loop - Actions
        • -------- Spawn only for players who are in game --------
        • Player Group - Pick every player in (playersInGame) and do (Actions)
          • Loop - Actions
            • -------- Spawn the actual units for each player picked --------
            • For each (Integer B) from 1 to b, do (Actions)
              • Loop - Actions
                • Unit - Create 1 unit for (Picked player) at ((Picked player) start location) facing 0.00 degrees
        • -------- Wait between each spawn "round" --------
        • Wait 1.00 seconds


This script should do what you said.

Modify it to your needs.
 

Lord_Kakashi

The Wabbits are attacking
Reaction score
27
galdiuz was saying use your original trig, just move the wait outside the loop.

and yes, use an integer variable or it will bug when you use integer A or B somewhere else in your map, if you dont use it anywhere else, its fine. normally, i would do spawns with a timer but thats up to you
Code:
Spawn
    Events
    Conditions
    Actions
        For each (Integer A) from 1 to 8, do (Actions)
            Loop - Actions
                Set Point[(100 + (Integer A))] = (Center of Regions[(29 + (Integer A))])
                For each (Integer B) from 1 to SpawnNumber[(Integer A)], do (Actions)
                    Loop - Actions
                        Unit - Create 1 ThisRound for Player 12 (Brown) at Point[(100 + (Integer A))] facing Default building facing degrees
                Wait 0.40 seconds
                Custom script:   call RemoveLocation(udg_Point[( 100 + GetForLoopIndexA() )])

The problem I'm having by moving the wait out under the integer A loop is that ALL x number of units will spawn ontop of one another imidiately, then it will wait 0.4 seconds and spawn ALL x units for the next player at the next lane, which isnt the intention.

The intention is to spawn 1 out of x units at every player's lane at the same time, and then continue to spawn simultaniously at each players lane until their spawn count = x

Here is an example.
x[1] = 20
x[2] = 31
x[3] = 17
x[4] = 20

Now the spawn is initiated and 1 unit will spawn at each players lane, simultaniously. After this there is a short wait of .4 seconds and the NEXT unit will spawn at each players lane simultaniously.
This continues and once the loop reaches 18, it is > x[3], so the creeps will stop spawning at player 3's lane, but still continue to spawn in the same manner at all the players with a higher spawn count.

It is important that the units are spawned simultaniously since the system is going to work by initiating the next round for everyone as soon as any one player clears their lane.
 

cleeezzz

The Undead Ranger.
Reaction score
268
this would be easier with a repeating countdown timer expiring every 0.4 sec
 

Danis[h]

New Member
Reaction score
19
This is the best I could come up with for you. It will do what you said, only it will not spawn an individual amount of units for each player, but only work for a general number of spawns each rounds, so every player gets the same number of spawns.

Trigger:
  • Spawn
    • Events
    • Conditions
    • Actions
      • For each (Integer A) from 1 to SpawnNumber[Level], do (Actions)
        • Loop - Actions
          • For each (Integer B) from 1 to 8, do (Actions)
            • Loop - Actions
              • Set Point[(100 + (Integer B))] = (Center of Regions[(29 + (Integer B))])
              • Unit - Create 1 ThisRound for Player 12 (Brown) at Point[(100 + (Integer B))] facing Default building facing degrees
              • Custom script: call RemoveLocation(udg_Point[( 100 + GetForLoopIndexA() )])
          • Wait 0.40 seconds
 
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