HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Tower Defense Problem

09-17-2006, 12:14 AM#1
Limb_Smasher
Hey i just have a simple question.

Situtation:
In my TD the creeps have a maze to follow, the terrain being unbuildable, and on each corner is a rect. So my triggers are similar to:
Quote:
Events
Unit - A unit enters (Convert Red1 <gen> to a region)
Conditions
(Owner of (Triggering unit)) Equal to Player 12 (Brown)
Actions
Unit - Order (Triggering unit) to Move To (Center of Red2 <gen>)
So the unit walks around to each rect until the end.

Probelm:
It's not smooth, meaning: when a unit gets to a region, they stop for like half a second.
And toward the end of the line (the creeps spawn 1 at a time) they get more jumbled up.

If someone understands what im trying to communicate and knows a solution please lemme know. Thanks!
09-17-2006, 11:07 AM#2
SeasonsOfLove
If there's too many units, they can have a bit of lag with the move orders going through.
09-18-2006, 01:54 AM#3
Limb_Smasher
well would it be easier if i just created them all at once?
09-18-2006, 06:40 AM#4
Anitarf
The only solution to having too many units is having fewer units.
09-18-2006, 09:51 AM#5
rulerofiron99
try setting their collision size to 0.

otherwise i dont know what ur talking about, maybe a screeny is in order?