- Joined
- Oct 9, 2007
- Messages
- 16
Ok i have searched the forums to find a solution to my spawn problem but did not found any. So here is my problem :
I am trying to make a TD spawning system, the first spawn is triggered by the the end of a timer window created 10 seconds after game start. This is ok for the first spawn.
The exemples i found on tutorials or maps i have edited are to check when foods owned by player 12 (or whatever no playing player) becomes equal to zero. This method works fine, but as i want to make different game modes i need to manage each players spawn separetly.
I have eight players (red, blue, teal, purple, yellow, orange, pink, green) and 4 more non players to manage spaws (player 9 for red and blue, player 10 for teal and purple, player 11 for yellow and orange and player 12 for pink and green).
The normal mode should work like this : all creeps spawn at the same time for each player, and the next wave should spawn after all creeps on the map are dead. I don't find the way i can trigger waves after the first one is cleared, or how to detect that the first waves on entire map are cleared.
i can't just check if "foods owned by player 9 becomes equal to zero" otherwise creeps will eventually spawn for players that did not finished their waves yet, and if i put the four events :
"foods owned by player 9 becomes equal to zero"
"foods owned by player 10 becomes equal to zero"
"foods owned by player 11 becomes equal to zero"
"foods owned by player 12 becomes equal to zero"
Nothing happen after the first wave is cleared. I tried to make a complex trigger counting creeps on the entire map after each kill, to run the next wave after that number becomes equal to zero but that doesnt work.
Anyone got an idea on how to trigger the waves ?
I am trying to make a TD spawning system, the first spawn is triggered by the the end of a timer window created 10 seconds after game start. This is ok for the first spawn.
The exemples i found on tutorials or maps i have edited are to check when foods owned by player 12 (or whatever no playing player) becomes equal to zero. This method works fine, but as i want to make different game modes i need to manage each players spawn separetly.
I have eight players (red, blue, teal, purple, yellow, orange, pink, green) and 4 more non players to manage spaws (player 9 for red and blue, player 10 for teal and purple, player 11 for yellow and orange and player 12 for pink and green).
The normal mode should work like this : all creeps spawn at the same time for each player, and the next wave should spawn after all creeps on the map are dead. I don't find the way i can trigger waves after the first one is cleared, or how to detect that the first waves on entire map are cleared.
i can't just check if "foods owned by player 9 becomes equal to zero" otherwise creeps will eventually spawn for players that did not finished their waves yet, and if i put the four events :
"foods owned by player 9 becomes equal to zero"
"foods owned by player 10 becomes equal to zero"
"foods owned by player 11 becomes equal to zero"
"foods owned by player 12 becomes equal to zero"
Nothing happen after the first wave is cleared. I tried to make a complex trigger counting creeps on the entire map after each kill, to run the next wave after that number becomes equal to zero but that doesnt work.
Anyone got an idea on how to trigger the waves ?