So I lost my computers files, yay!! -.- I was working on a tower defense map and im starting from scratch all over... For the life of me I cant find where I got this tid bit of information but its driving me nutz figuring out how to do this. (<~~Noob) I saw a way to make it easy to spawn waves with set health and how much bounty you get making it easier to balance/edit. was something like ... One page was just a list of spawn types, another page was a list of health amounts, another page was bounty amounts for that wave.. then one trigger would spawn, check wave number, modify health based on the wave number, and modify how much bounty that wave number drops.... please someone explain how to do this because its driving me bonkers!
hell of a lot better than modifying every stupid wave with variables :/
Not quite sure if I misunderstood what you are asking, or if BasharTeg did, but if I understand correctly, you want to make it so a trigger spawns waves continuously, and then sets the health, bounty, etc based on an array?
If so, use an equation. I have a couple of good TD equations that work well. As for bounty, that is a bit harder. Please explain what exactly you want to do.
Then do the same thing with health, and money gained per kill, then make a trigger so its general like,
Actions
Unit- create 1 spawned units[current wave] for player 15 at point 001 using default facing (no options)
something to that extent but it also pulls the HP and Bounty amount instead of just wave list so i only have to look at one page if i want to edit the money or one page if i want to edit all the hp for every wave instead of a shit ton of actions specifying each wave
Well actually what you should do is get an array of units, each with a different type. They are all duplicates of the same unit, just with different actors. (To make it look better). Or you can have an array of boss units, regular units, fast units, etc.
Then just use an equation like the following, with x being the current wave. Health = (x^2 + sin(x) + 2) / 5 or something like that, I can't remember the exact equations. That way it is like an infinite wave.
Oh ok, you made it sound like you did in your previous post.
Well if you don't know how to make an array and use it, there are some tutorials in the tutorials sections of the forums that you should look at. If you do know how to use them, do the following.
Decide what kind of units you want to spawn. In other words, think of Element TD. The waves work something like Water, Nature, Fire, etc. Make an array for all the Fire type units, with the type of variable being "Unit Type". Then do the same for all the Earth units, Water units, and whatever else. (That is just an example. You won't be using elements, but think of that for boss waves, fast waves, etc). Then have a global variable that chooses which array to go to. If you have 3 arrays, make an array of those variables. Then have the global variable go up by one every wave, and then reset it to 1 when the variable goes above 3. The rest you should be able to figure out. If not, PM me.
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So I lost my computers files, yay!! -.- I was working on a tower defense map and im starting from scratch all over... For the life of me I cant find where I got this tid bit of information but its driving me nutz figuring out how to do this. (<~~Noob) I saw a way to make it easy to spawn waves with set health and how much bounty you get making it easier to balance/edit. was something like ... One page was just a list of spawn types, another page was a list of health amounts, another page was bounty amounts for that wave.. then one trigger would spawn, check wave number, modify health based on the wave number, and modify how much bounty that wave number drops.... please someone explain how to do this because its driving me bonkers!
hell of a lot better than modifying every stupid wave with variables :/
Sounds like something you could do more easily with action definitions.
@BasharTeg: Go
ok explain, sorry i dont know hardly anything :P
@Delvianna: Go
Not quite sure if I misunderstood what you are asking, or if BasharTeg did, but if I understand correctly, you want to make it so a trigger spawns waves continuously, and then sets the health, bounty, etc based on an array?
If so, use an equation. I have a couple of good TD equations that work well. As for bounty, that is a bit harder. Please explain what exactly you want to do.
Great to be back and part of the community again!
ok something like this,
Actions Variable-set spawned units[1]=wave 1- Marine Variable-set spawned units[2]=wave 2- Viking
Ect Ect
Then do the same thing with health, and money gained per kill, then make a trigger so its general like,
Actions Unit- create 1 spawned units[current wave] for player 15 at point 001 using default facing (no options)
something to that extent but it also pulls the HP and Bounty amount instead of just wave list so i only have to look at one page if i want to edit the money or one page if i want to edit all the hp for every wave instead of a shit ton of actions specifying each wave
@Delvianna: Go
Well actually what you should do is get an array of units, each with a different type. They are all duplicates of the same unit, just with different actors. (To make it look better). Or you can have an array of boss units, regular units, fast units, etc.
Then just use an equation like the following, with x being the current wave. Health = (x^2 + sin(x) + 2) / 5 or something like that, I can't remember the exact equations. That way it is like an infinite wave.
Great to be back and part of the community again!
that sounds great but i have no clue how to go about doing that
@Delvianna: Go
Oh ok, you made it sound like you did in your previous post.
Well if you don't know how to make an array and use it, there are some tutorials in the tutorials sections of the forums that you should look at. If you do know how to use them, do the following. Decide what kind of units you want to spawn. In other words, think of Element TD. The waves work something like Water, Nature, Fire, etc. Make an array for all the Fire type units, with the type of variable being "Unit Type". Then do the same for all the Earth units, Water units, and whatever else. (That is just an example. You won't be using elements, but think of that for boss waves, fast waves, etc). Then have a global variable that chooses which array to go to. If you have 3 arrays, make an array of those variables. Then have the global variable go up by one every wave, and then reset it to 1 when the variable goes above 3. The rest you should be able to figure out. If not, PM me.
Great to be back and part of the community again!