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How to make easy some waves for my TD

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Level 3
Joined
Jun 21, 2008
Messages
38
i make some waves ,but i dont like how it are.
and i want to know how to make waves for all player easy
 
Try this:

  • Wave Sender
    • Events
      • Time - Every 30.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 1 unit for Player 12 (Brown) at (Center of Region 1 <gen>) facing Default building facing degrees
      • Unit - Order (Last created unit) to Attack-Move To (Center of Region 2 <gen>)
Its a very simple but it works ;) Add a wait if u send more than one unit so they wontt collide!
 
Level 28
Joined
Jan 26, 2007
Messages
4,789
Try this:

  • Wave Sender
    • Events
      • Time - Every 30.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 1 unit for Player 12 (Brown) at (Center of Region 1 <gen>) facing Default building facing degrees
      • Unit - Order (Last created unit) to Attack-Move To (Center of Region 2 <gen>)
Its a very simple but it works ;) Add a wait if u send more than one unit so they wontt collide!

This leaks D:
And it's indeed... very simple :p
I gave him my TD, so he could see everything I've done, but apparently he didn't like my spawn-system :hohum:
 
Level 7
Joined
Mar 8, 2009
Messages
360
this is the wave trigger of my map, but it isn't really that hard to make one yourself.

  • start
    • Events
      • Time - leveltime expires
    • Conditions
    • Actions
      • Trigger - Turn off Firework <gen>
      • Set ultra1on = False
      • Set ultra2on = False
      • Sound - Play levstart <gen>
      • Sound - Destroy (Last played sound)
      • Game - Display to (All players) the text: (Level + ((String(level)) + beginning!))
      • Set tempPoint = (Center of team1spawn <gen>)
      • If (level Equal to 1) then do (Unit - Create 1 Bandit level1 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 2) then do (Unit - Create 1 Arachnatid level2 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 3) then do (Unit - Create 1 Bear level3 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 4) then do (Unit - Create 1 Chief level4 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 5) then do (Unit - Create 1 Dragon Spawn level5 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 6) then do (Unit - Create 1 Feind level6 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 7) then do (Unit - Create 1 Troll level7 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 8) then do (Unit - Create 1 Mammoth level8 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 9) then do (Unit - Create 1 Void Walker level9 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 10) then do (Unit - Create 1 Shredder level10 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 11) then do (Unit - Create 1 Juggernaut level11 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 12) then do (Unit - Create 1 Armed Rider level12 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 13) then do (Unit - Create 1 Hothead level13 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 14) then do (Unit - Create 1 Souring Spirit level14 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 15) then do (Unit - Create 1 Planeswalker level15 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 16) then do (Unit - Create 1 Kodo level16 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 17) then do (Unit - Create 1 Gnoll level17 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 18) then do (Unit - Create 1 Orc Race Car level18 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation( udg_tempPoint )
      • Set tempPoint = (Center of team111 <gen>)
      • Unit - Order (Last created unit) to Move To tempPoint
      • Custom script: call RemoveLocation( udg_tempPoint )
      • Set tempPoint = (Center of team2spawn <gen>)
      • If (level Equal to 1) then do (Unit - Create 1 Bandit level1 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 2) then do (Unit - Create 1 Arachnatid level2 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 3) then do (Unit - Create 1 Bear level3 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 4) then do (Unit - Create 1 Chief level4 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 5) then do (Unit - Create 1 Dragon Spawn level5 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 6) then do (Unit - Create 1 Feind level6 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 7) then do (Unit - Create 1 Troll level7 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 8) then do (Unit - Create 1 Mammoth level8 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 9) then do (Unit - Create 1 Void Walker level9 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 10) then do (Unit - Create 1 Shredder level10 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 11) then do (Unit - Create 1 Juggernaut level11 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 12) then do (Unit - Create 1 Armed Rider level12 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 13) then do (Unit - Create 1 Hothead level13 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 14) then do (Unit - Create 1 Souring Spirit level14 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 15) then do (Unit - Create 1 Planeswalker level15 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 16) then do (Unit - Create 1 Kodo level16 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 17) then do (Unit - Create 1 Gnoll level17 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • If (level Equal to 18) then do (Unit - Create 1 Orc Race Car level18 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
      • Custom script: call RemoveLocation( udg_tempPoint )
      • Set tempPoint = (Center of team211 <gen>)
      • Unit - Order (Last created unit) to Move To tempPoint
      • Custom script: call RemoveLocation( udg_tempPoint )
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • level Equal to 6
        • Then - Actions
          • Set bounty = (bounty + 1)
          • Game - Display to (All players) for 10.00 seconds the text: Bounty has been set...
        • Else - Actions
          • Do nothing
      • Trigger - Turn on stop <gen>
trigger that starts timer:
  • stop
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Player 11 (Dark Green) Food used) Equal to 0
          • (Player 12 (Brown) Food used) Equal to 0
          • (Number of units in (Units owned by Player 11 (Dark Green))) Equal to 0
          • (Number of units in (Units owned by Player 12 (Brown))) Equal to 0
        • Then - Actions
          • Sound - Play endlvl <gen>
          • Sound - Destroy (Last played sound)
          • If (level Equal to 18) then do (Trigger - Run End game <gen> (checking conditions)) else do (Do nothing)
          • Countdown Timer - Start leveltime as a One-shot timer that will expire in 15.00 seconds
          • Game - Display to (All players) the text: (Level + ((String(level)) + complete!))
          • Set tempInt = (team1leak + team2leak)
          • If (tempInt Less than 20) then do (Set endlvlbount = (endlvlbount + (level / 2))) else do (Do nothing)
          • If (tempInt Less than 10) then do (Set endlvlbount = (endlvlbount + (level / 2))) else do (Do nothing)
          • If (tempInt Greater than 50) then do (Set endlvlbount = (endlvlbount - level)) else do (Do nothing)
          • If (tempInt Greater than 75) then do (Set endlvlbount = (endlvlbount - level)) else do (Do nothing)
          • If (endlvlbount Less than 0) then do (Set endlvlbount = 0) else do (Do nothing)
          • If ((ultra1on Equal to True) or (ultra2on Equal to True)) then do (Game - Display to (All players) the text: One or both teams h...) else do (Trigger - Run normal gold round <gen> (checking conditions))
          • Set bountinc = (bountinc x (3 / 2))
          • Set endlvlbount = ((endlvlbount + bountinc) + 0)
          • Set level = (level + 1)
          • Set t2lives = (t2lives + (team2leak - team1leak))
          • Set t1lives = (t1lives + (team1leak - team2leak))
          • Set team1leak = 0
          • Set team2leak = 0
          • Trigger - Turn off (This trigger)
        • Else - Actions
          • Do nothing
 
This leaks D:
And it's indeed... very simple :p
I gave him my TD, so he could see everything I've done, but apparently he didn't like my spawn-system :hohum:

I know ;) But I hate to remove all these leaks in triggers like this, I do it in first case in my spells. I dont see to much diffrence ingame and I am to lazy 2 do it. ^^
 
Level 7
Joined
Mar 8, 2009
Messages
360
I know ;) But I hate to remove all these leaks in triggers like this, I do it in first case in my spells. I dont see to much diffrence ingame and I am to lazy 2 do it. ^^

thats the good attitude :p, 1000 leaks is really nothing, i have made a trigger that creates 20000 leaks/ second and the first 10 sec my fps only dropped from 60 -> 55
only remove leaks in often called triggers

EDIT: my pc stats are:
4gb ram
quad core 2.3GHz
nvidia Geforce 9300 GE
not that bad so maybe I better said 500 leaks is really nothing
 
Last edited:
Level 28
Joined
Jan 26, 2007
Messages
4,789
thats the good attitude :p, 1000 leaks is really nothing, i have made a trigger that creates 20000 leaks/ second and the first 10 sec my fps only dropped from 60 -> 55
only remove leaks in often called triggers

That depends on your computer... if I play on my old pc, for example, my FPS starts with 30 in a 64x64 map.
Slower PC's will get lag a lot faster than yours.
 
Level 7
Joined
Mar 8, 2009
Messages
360
I have a stupid question demonspy, but do you know how to create regions? My trigger was just to give you an idea of how you can do it. Much easier than my trigger you can't do it. I removed all variables that you don't need but layout s gone:

  • start
  • Events
  • Time - leveltime expires
  • Conditions
  • Actions
  • Sound - Play levstart <gen>
  • Sound - Destroy (Last played sound)
  • Game - Display to (All players) the text: (Level + ((String(level)) + beginning!))
  • Set tempPoint = (Center of team1spawn <gen>)
  • If (level Equal to 1) then do (Unit - Create 1 Bandit level1 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 2) then do (Unit - Create 1 Arachnatid level2 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 3) then do (Unit - Create 1 Bear level3 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 4) then do (Unit - Create 1 Chief level4 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 5) then do (Unit - Create 1 Dragon Spawn level5 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 6) then do (Unit - Create 1 Feind level6 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 7) then do (Unit - Create 1 Troll level7 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 8) then do (Unit - Create 1 Mammoth level8 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 9) then do (Unit - Create 1 Void Walker level9 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 10) then do (Unit - Create 1 Shredder level10 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 11) then do (Unit - Create 1 Juggernaut level11 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 12) then do (Unit - Create 1 Armed Rider level12 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 13) then do (Unit - Create 1 Hothead level13 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 14) then do (Unit - Create 1 Souring Spirit level14 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 15) then do (Unit - Create 1 Planeswalker level15 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 16) then do (Unit - Create 1 Kodo level16 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 17) then do (Unit - Create 1 Gnoll level17 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 18) then do (Unit - Create 1 Orc Race Car level18 for Player 11 (Dark Green) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • Custom script: call RemoveLocation( udg_tempPoint )
  • Set tempPoint = (Center of team111 <gen>)
  • Unit - Order (Last created unit) to Move To tempPoint
  • Custom script: call RemoveLocation( udg_tempPoint )
  • Set tempPoint = (Center of team2spawn <gen>)
  • If (level Equal to 1) then do (Unit - Create 1 Bandit level1 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 2) then do (Unit - Create 1 Arachnatid level2 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 3) then do (Unit - Create 1 Bear level3 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 4) then do (Unit - Create 1 Chief level4 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 5) then do (Unit - Create 1 Dragon Spawn level5 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 6) then do (Unit - Create 1 Feind level6 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 7) then do (Unit - Create 1 Troll level7 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 8) then do (Unit - Create 1 Mammoth level8 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 9) then do (Unit - Create 1 Void Walker level9 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 10) then do (Unit - Create 1 Shredder level10 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 11) then do (Unit - Create 1 Juggernaut level11 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 12) then do (Unit - Create 1 Armed Rider level12 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 13) then do (Unit - Create 1 Hothead level13 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 14) then do (Unit - Create 1 Souring Spirit level14 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 15) then do (Unit - Create 1 Planeswalker level15 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 16) then do (Unit - Create 1 Kodo level16 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 17) then do (Unit - Create 1 Gnoll level17 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • If (level Equal to 18) then do (Unit - Create 1 Orc Race Car level18 for Player 12 (Brown) at tempPoint facing Default building facing degrees) else do (Do nothing)
  • Custom script: call RemoveLocation( udg_tempPoint )
  • Set tempPoint = (Center of team211 <gen>)
  • Unit - Order (Last created unit) to Move To tempPoint
  • Custom script: call RemoveLocation( udg_tempPoint )
  • Trigger - Turn on stop <gen>
  • stop
  • Events
  • Time - Every 1.00 seconds of game time
  • Conditions
  • Actions
  • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
  • If - Conditions
  • (Player 11 (Dark Green) Food used) Equal to 0
  • (Player 12 (Brown) Food used) Equal to 0
  • (Number of units in (Units owned by Player 11 (Dark Green))) Equal to 0
  • (Number of units in (Units owned by Player 12 (Brown))) Equal to 0
  • Then - Actions
  • Sound - Play endlvl <gen>
  • Sound - Destroy (Last played sound)
  • If (level Equal to 18) then do (Trigger - Run End game <gen> (checking conditions)) else do (Do nothing)
  • Countdown Timer - Start leveltime as a One-shot timer that will expire in 15.00 seconds
  • Game - Display to (All players) the text: (Level + ((String(level)) + complete!))
  • Set level = (level + 1)
  • Trigger - Turn off (This trigger)
  • Else - Actions
  • Do nothing
 
thats the good attitude :p, 1000 leaks is really nothing, i have made a trigger that creates 20000 leaks/ second and the first 10 sec my fps only dropped from 60 -> 55
only remove leaks in often called triggers

EDIT: my pc stats are:
4gb ram
quad core 2.3GHz
nvidia Geforce 9300 GE
not that bad so maybe I better said 500 leaks is really nothing

^^ My computer is something like that 2, so I dont have to worry then...

Btw, never use the action "Do Nothing", cause it do nothing and then it have to do something to do the "Do Nothing" action so its just unnecessary :p
 
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