TD help!

windahl93

New Member
Reaction score
2
Im making a Tower defence but have problems with the waves spawning.
Problem: I want the next level of creeps spawn 30 seconds after the previous wave has died. i cant get it work. the only way i can get a wave spawn after another to is to set time elapsed 30 secods, 60 seconds 90 seconds and so on. I think that way suck but i really want this to work! please help me!
 

Shadow14l

New Member
Reaction score
11
There's two ways you can do this.

1.
Trigger:
  • Spawn
    • Events
      • Time - Every 30.00 seconds of game time
    • Conditions
    • Actions
      • Set SpawnPoint = (Center of Spawn Region <gen>)
      • Unit - Create 1 Footman for Player 12 (Brown) at SpawnPoint facing Default building facing degrees
      • Custom script: call RemoveLocation (udg_SpawnPoint)


2. Create a unit group variable, and as you create all the units for the wave, add each of them into the unit group. Then with an on death event trigger, if the unit is in the unit group remove them and then run a check next level trigger (checking conditions). If the number of units in the unit group is 0, then you can wait 30 seconds action, and run your level trigger which spawns the next units.

If you want to use the second one, and need help with the trigger, just reply once more and I can show you the basics.
 

denmax

You can change this now in User CP.
Reaction score
155
Trigger:
  • AA
    • Events
      • Time - Elapsed game time 30.
    • Conditions
    • Actions
      • <your unit creation here>
      • Set ug = (Every unit in Playable map area owned by <player>)


Trigger:
  • AA
    • Events
      • Unit - A unit dies
    • Conditions
    • Actions
      • If (all conditions..)
        • If - Con
          • (Number of unit in ug) Less than 1
        • Then - Actions
          • Turn on <second wave>
          • Timer - create a time lasting for 30 seconds (one-time)
          • Set TimerVar = (Last created timer)
          • Custom script: call DestroyGroup(udg_ug)
        • Else


Trigger:
  • AA
    • Events
      • TimerVar expires
    • Conditions
    • Actions
      • <repeat everything from Trig 1>


NOTE: THis leaks..
 

Frozenhelfir

set Gwypaas = Guhveepaws
Reaction score
56
He means it creates memory which isn't cleaned up. Eventually the map will start to lag and cause server splits if there are enough 'leaks'. However, back to the question at hand.

I don't have me WE with me, but instead of making that timer and the third trigger, just use the wait 30 seconds function and then do the actions. Clears up some complication and prevents the leak he was talking about.
 

12sea21

New Member
Reaction score
5
First, set Variable(mine will be called S for Spawn)
Trigger:
  • S
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
      • Set S = (S + 1)

Trigger:
  • Turn On
    • Events
      • Time - Every 3.00 seconds of game time
    • Conditions
      • S Equal to 30
    • Actions
      • Wait 10.00 seconds
      • Trigger - Turn on Spawn2 <gen>

Trigger:
  • Spawn2
    • Events
      • Time - Every 2.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 1 Footman for Player 1 (Red) at (Center of (Playable map area)) facing Default building facing degrees
 
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