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Monster Array, help me out =/

05-28-2003, 06:22 PM#1
chemo
I need a totourial of how to make a series of monster spawns using variables. Cuzz im makin a td, everyone who posts a good answer will get credit!!! :\
05-28-2003, 06:27 PM#2
Earth-Fury
open wintermaul, look at it, and ull get ur ansers. the triggers are well orginized, and are a good way of doing a td.
05-28-2003, 06:56 PM#3
chemo
thx, but how do u make a monster array like cube defence ( by Cordialspam ). I need that kind of Array on my project =/
05-28-2003, 07:27 PM#4
chemo
does any of u guys know such a array like cube =?

plz, write me =)
05-28-2003, 08:44 PM#5
rwxr-xr-x
Cube D uses the mana system. the idea is that you don't want a unit to be able to go into the 2nd region and receive orders to go to the third, if it hasn't entered the first region yet. It is also important to note that all units that you decide to spawn must be given mana, and mana regn turned off.

In order to use a single computer player for all units spawned for each player, you will vary the amount of mana the units start out with. For player 1, say the mana starts out at 0. Then when the unit enters the first waypoint (region), you increase its mana by 1, and order it to go to the next region.

An example trigger for the first region:

[b]EVENTS[b]
Unit - A unit enters region1
[b]CONDITIONS[b]
Owner of Entering Unit equal to Player 12
Entering Unit's mana equal to 0
[b]ACTIONS[b]
Add 1 to Entering Unit's current mana
Order Entering Unit to move to region2

You would have triggers like this for each region that a unit is ordered to move to. You could combine several into a single trigger with some if statements to cut down on the amount of triggers used.

Also, if you wanted to prevent Player 2's spawned units from being triggered to move to a region if it enteres a region for Player 1, change it's starting mana to say 50, spawned units for Player 3 to 100, etc...
05-30-2003, 08:53 AM#6
chemo
k, i got it...
but how can i make a trigger witch spawn 10 creeps over 50 secs for each player =?

plz help me...
05-30-2003, 09:02 AM#7
Dead-Inside
Tell me exactly what you need.
If you need to spawn 10 creeps of the same kind over 50 seconds

Event X
Condition X
Action
Create 1 X at X
wait
Create 1 X at X

Just redo.
05-30-2003, 09:19 AM#8
chemo
I thought there maybe would be a easyer way to make that trigger :/
Cause if i make a monster array like u suggest me, it would take almost forever to finish it...
It would be a great help if some more advanced triggers would come up =)
05-30-2003, 12:42 PM#9
PhAtTiM89
you would have to use JASs
05-30-2003, 02:21 PM#10
Dead-Inside
Let me explain.
Make a trigger which spawns ALL of your units at your selected locations. For unit to spawn, we will use a variable.
Leave the event blank.

Create a timer. When the timer runs out, run the Lvl spawn trigger.
At the end of the lvl spawn trigger, you change the varible that is spawned, so it represents another Lvls unit. Then make a create timer ect ect.
So when the next set timer ends, you spawn the next level automaticly.

Did you get that or do I need to write a tut?
05-30-2003, 06:13 PM#11
Earth-Fury
i would use this system:
trigger1:
Code:
Events:
Timer Expires
Conditions:
expireing timer == timer
Actions:
if lv = 1 do set creep_type to pesent
if lv = 2 do set creep_type to peon
if lv = 3 do set creep_type to wisp
............
run trigger(trig_2) ignore cond.


trigger2:
Code:
Events:
Conditions:
Actions:
start (timmer_spawn 1)
start (timmer_spawn 2) 
start (timmer_spawn 3) 
start (timmer_spawn 4)  


trigger3:
Code:
Events:
timer expires
Conditions:
Actions:
if expireing timer = timmer_spawn 1 do spawn 1 creep type for monsties palyer at mid of spawn 01
if expireing timer = timmer_spawn 2 do spawn 1 creep type for monsties palyer at mid of spawn 02
if expireing timer = timmer_spawn 2 do spawn 1 creep type for monsties palyer at mid of spawn 02
05-30-2003, 08:04 PM#12
chemo
thx for the help, but my buddy and i solved our problem on our own way.. but thx again =D