Thank you soo much mate, and yeah linewrap sucks when ou don't want it to do that (which is the only time that it forces itself upon you I find).
I used s3rius's method like I said cause yours looked like it wouldn't check and just stop, but it looks perfect for what I need now.
With the boss phase sorted out (well this part of it) I can move on to getting the other parts in and making it workable, I'm reorganising my version list so I can get a basic one up and running to see what people think of it but will still be a while away since I am remembering the basics of how code compiles from school (over 10 years ago lol) but most of it is basic following what happens and where it goes anyway.
When I'm done with it I'll make a blank map with the towers I have in it and upload for you since I saw in another section you were after more tower designs for your TD, and you can use them away (if they're any good of course :P). I have a few interesting ideas for some towers and as long as they work it should make for a interesting change from the regular place enough towers go afk win TD, but that being said like all others if you can set enough towers at the end zone to stop everything then you'll win it (part and parcel of the gametype unfortunatly). But with more tower choices the options are opened a bit and variance will occur then.
And again, can't stress how much I appreciate your time helping me on this issue.
Not sure if you mean your going to try to implement that new trigger or not lol...... I just killed an hour at work re-doing it. =) Slow day.
Umm you have towers for a td? Are they custom models?
if your slightly intererested in my TD im looking for people to help with it.
about those td problems you talked about
My td radomly re-creates the pathing every 10 levels or so. So you have to re-build your mazes.
The game is basically intended to have infinite levels so every 10 level or so you can choose to save your game and leave or keep playing
the enemy units are all modified based on the "difficutly , number of players in game , and level" I scale thier armor hp speed based off thes factors.
If your on USA server then id be interested to see your map online and show ya mine while were at it.
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Infinite TD
Yeah mate I'm going to change from the spawn method I resently have to your method.
The towers im going ot create (for now) will just be custom ones made with current iname models with sizes changed (my own units, actors, turrets Blizzards artwork).
I have planned for normal waves / boss waves to always walk along a preset path, the units spawned at the nydus worms to determine the best path to get to the end zone, and flying waves to go along one of 2-3 paths to get to the top and cause some havoc on some other structures that I am going ot let the player build (not towers, but lets say upgrade shops). At the moment I'm planning on 50 levels, but that can be changed with a few modifications, I at the moment have almost everything being changed based upon difficulty (Spawn unit HP, Worm HP, Spawn size, Spawn delay, Time between waves, everything related to another little twist I'd like to keep quietish about for now, winning / losing condition, and have a few other NYI things that will be modified as well)
I was saying if you liked what I did with the towers in this then you can go ahead and snag em, artwork changing is a very simple process if you felt another artwork would look better on the tower then the one I decided on.
I am on NA & SEA servers (in Australia so the copy I have lets me play on both servers). Still have a lot to implement yet (first 10 waves are defined and al of those are default zerglings with modified by trigger HP, as well as having to bring in my towers and work out how to do a few of the fancy things I want with them) but most of that stuff I have already done on other test maps and have tutorials printed to help me reference while doing them so it should be easy enough. Should be able to make a bit of progress with that in the next 2 days since I have those off work (if I don't sleep them away lol).
Just through general browsing I saw your post about getting help with towers for your TD and thought that if any of the ones that I do appeal to you then you could use them.
This is the first map I've made ever really, and I'm probably trying to implement too much at once now I think about it. But I think that the things make for some interesting concepts and add a little twist into a pretty stale gameplay, much like with yours how it's infinite and randomises the running path.
Ok a little bit of threadromancy here, but I managed to fix what was going wrong. And decided if anyone else wanted to know what to do then they could find out ^_^
So what I was trying to attempt was to pick a random point within 20 preset points and spawn a nydus canal there, then spawn some units there that will attack my end point until the worm died. now the method that soulcarver had given me had done both of those, but the problem was that when I killed 1 worm it would shut off 5-6 of them at the same time, rendering them sitting there doing nothing.
After much working around the problem slapped me in the face.
Worm Spawn
Events
Local Variables
TempRan = 0 <Integer>
i = 0 <Integer>
ii = 0 <Integer>
validrandom = false <Boolean>
AvailablePoints = 0 <Integer[20]>
NumAvailablePoints = 0 <Integer>
Conditions
Actions
General - While (Conditions) are true, do (Actions)
Conditions
validrandom == false
Actions
General - For each integer i from 0 to NydusMaxArray with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Nydus Point Active[i] == false
Then
Variable - Set NumAvailablePoints = (NumAvailablePoints + 1)
Variable - Set AvailablePoints[ii] = i
Variable - Set ii = (ii + 1)
Else
General - Switch (Actions) depending on NumAvailablePoints
Cases
General - If (0)
Actions
Variable - Set validrandom = true
General - If (1)
Actions
Unit - Create 1 Nydus Worm (Canal) for player 15 at Nydus Spawn Points[AvailablePoints[0]] using default facing (No Options)
Unit - Set (Last created unit) Life to 10.0
Variable - Set Nydus Worm Unit[AvailablePoints[TempRan]] = (Last created unit)
Variable - Set Nydus Point Active[AvailablePoints[0]] = true
Variable - Set validrandom = true
Default
Variable - Set TempRan = (Random integer between 0 and (NumAvailablePoints - 1))
General - If (Conditions) then do (Actions) else do (Actions)
If
Nydus Point Active[AvailablePoints[TempRan]] == true
Then
Else
Unit - Create 1 Nydus Worm (Canal) for player 15 at Nydus Spawn Points[AvailablePoints[TempRan]] using default facing (No Options)
Unit - Set (Last created unit) Life to 10.0
Variable - Set Nydus Worm Unit[AvailablePoints[TempRan]] = (Last created unit)
Variable - Set Nydus Point Active[AvailablePoints[TempRan]] = true
Variable - Set validrandom = true
Nydus Units Spawn
Events
Timer - Every 2.0 seconds of Game Time
Local Variables
i = 0 <Integer>
Conditions
Actions
General - For each integer i from 1 to NydusMaxArray with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Nydus Worm Unit[i] Life (Current)) <= 1.0
Then
Variable - Set Nydus Point Active[i] = false
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Nydus Point Active[i] == true
Then
Unit - Create 1 Nydus spawn unit for player 13 at Nydus Spawn Points[i] using default facing (No Options)
Unit - Set (Last created unit) Maximum Life to Nydus Spawn Unit Hp
Unit - Set (Last created unit) Life (Percent) to 100.0
Unit - Order (Last created unit) to ( Attack targeting (Center of End Zone)) (Replace Existing Orders)
Else
So this will when activated spawn 1 worm at a random point, add it to the unit and as long as that unit has more then 1 life it will spawn a unit at the worm and send it to attack the end point.
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@SouLCarveRR: Go
Thank you soo much mate, and yeah linewrap sucks when ou don't want it to do that (which is the only time that it forces itself upon you I find).
I used s3rius's method like I said cause yours looked like it wouldn't check and just stop, but it looks perfect for what I need now. With the boss phase sorted out (well this part of it) I can move on to getting the other parts in and making it workable, I'm reorganising my version list so I can get a basic one up and running to see what people think of it but will still be a while away since I am remembering the basics of how code compiles from school (over 10 years ago lol) but most of it is basic following what happens and where it goes anyway.
When I'm done with it I'll make a blank map with the towers I have in it and upload for you since I saw in another section you were after more tower designs for your TD, and you can use them away (if they're any good of course :P). I have a few interesting ideas for some towers and as long as they work it should make for a interesting change from the regular place enough towers go afk win TD, but that being said like all others if you can set enough towers at the end zone to stop everything then you'll win it (part and parcel of the gametype unfortunatly). But with more tower choices the options are opened a bit and variance will occur then.
And again, can't stress how much I appreciate your time helping me on this issue.
Not sure if you mean your going to try to implement that new trigger or not lol...... I just killed an hour at work re-doing it. =) Slow day.
Umm you have towers for a td? Are they custom models?
if your slightly intererested in my TD im looking for people to help with it.
about those td problems you talked about
If your on USA server then id be interested to see your map online and show ya mine while were at it.
@SouLCarveRR: Go
Yeah mate I'm going to change from the spawn method I resently have to your method. The towers im going ot create (for now) will just be custom ones made with current iname models with sizes changed (my own units, actors, turrets Blizzards artwork).
I have planned for normal waves / boss waves to always walk along a preset path, the units spawned at the nydus worms to determine the best path to get to the end zone, and flying waves to go along one of 2-3 paths to get to the top and cause some havoc on some other structures that I am going ot let the player build (not towers, but lets say upgrade shops). At the moment I'm planning on 50 levels, but that can be changed with a few modifications, I at the moment have almost everything being changed based upon difficulty (Spawn unit HP, Worm HP, Spawn size, Spawn delay, Time between waves, everything related to another little twist I'd like to keep quietish about for now, winning / losing condition, and have a few other NYI things that will be modified as well)
I was saying if you liked what I did with the towers in this then you can go ahead and snag em, artwork changing is a very simple process if you felt another artwork would look better on the tower then the one I decided on.
I am on NA & SEA servers (in Australia so the copy I have lets me play on both servers). Still have a lot to implement yet (first 10 waves are defined and al of those are default zerglings with modified by trigger HP, as well as having to bring in my towers and work out how to do a few of the fancy things I want with them) but most of that stuff I have already done on other test maps and have tutorials printed to help me reference while doing them so it should be easy enough. Should be able to make a bit of progress with that in the next 2 days since I have those off work (if I don't sleep them away lol).
Just through general browsing I saw your post about getting help with towers for your TD and thought that if any of the ones that I do appeal to you then you could use them.
This is the first map I've made ever really, and I'm probably trying to implement too much at once now I think about it. But I think that the things make for some interesting concepts and add a little twist into a pretty stale gameplay, much like with yours how it's infinite and randomises the running path.
Ok a little bit of threadromancy here, but I managed to fix what was going wrong. And decided if anyone else wanted to know what to do then they could find out ^_^
So what I was trying to attempt was to pick a random point within 20 preset points and spawn a nydus canal there, then spawn some units there that will attack my end point until the worm died. now the method that soulcarver had given me had done both of those, but the problem was that when I killed 1 worm it would shut off 5-6 of them at the same time, rendering them sitting there doing nothing.
After much working around the problem slapped me in the face.
Worm Spawn
Events
Local Variables
TempRan = 0 <Integer>
i = 0 <Integer>
ii = 0 <Integer>
validrandom = false <Boolean>
AvailablePoints = 0 <Integer[20]>
NumAvailablePoints = 0 <Integer>
Conditions
Actions
General - While (Conditions) are true, do (Actions)
Conditions
validrandom == false
Actions
General - For each integer i from 0 to NydusMaxArray with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
Nydus Point Active[i] == false
Then
Variable - Set NumAvailablePoints = (NumAvailablePoints + 1)
Variable - Set AvailablePoints[ii] = i
Variable - Set ii = (ii + 1)
Else
General - Switch (Actions) depending on NumAvailablePoints
Cases
General - If (0)
Actions
Variable - Set validrandom = true
General - If (1)
Actions
Unit - Create 1 Nydus Worm (Canal) for player 15 at Nydus Spawn Points[AvailablePoints[0]] using default facing (No Options)
Unit - Set (Last created unit) Life to 10.0
Variable - Set Nydus Worm Unit[AvailablePoints[TempRan]] = (Last created unit)
Variable - Set Nydus Point Active[AvailablePoints[0]] = true
Variable - Set validrandom = true
Default
Variable - Set TempRan = (Random integer between 0 and (NumAvailablePoints - 1))
General - If (Conditions) then do (Actions) else do (Actions)
If
Nydus Point Active[AvailablePoints[TempRan]] == true
Then
Else
Unit - Create 1 Nydus Worm (Canal) for player 15 at Nydus Spawn Points[AvailablePoints[TempRan]] using default facing (No Options)
Unit - Set (Last created unit) Life to 10.0
Variable - Set Nydus Worm Unit[AvailablePoints[TempRan]] = (Last created unit)
Variable - Set Nydus Point Active[AvailablePoints[TempRan]] = true
Variable - Set validrandom = true
Nydus Units Spawn
Events
Timer - Every 2.0 seconds of Game Time
Local Variables
i = 0 <Integer>
Conditions
Actions
General - For each integer i from 1 to NydusMaxArray with increment 1, do (Actions)
Actions
General - If (Conditions) then do (Actions) else do (Actions)
If
(Nydus Worm Unit[i] Life (Current)) <= 1.0
Then
Variable - Set Nydus Point Active[i] = false
Else
General - If (Conditions) then do (Actions) else do (Actions)
If
Nydus Point Active[i] == true
Then
Unit - Create 1 Nydus spawn unit for player 13 at Nydus Spawn Points[i] using default facing (No Options)
Unit - Set (Last created unit) Maximum Life to Nydus Spawn Unit Hp
Unit - Set (Last created unit) Life (Percent) to 100.0
Unit - Order (Last created unit) to ( Attack targeting (Center of End Zone)) (Replace Existing Orders)
Else
So this will when activated spawn 1 worm at a random point, add it to the unit and as long as that unit has more then 1 life it will spawn a unit at the worm and send it to attack the end point.