• Check out the results of the Techtree Contest #19!
  • Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • Create a void inspired texture for Warcraft 3 and enter Hive's 34th Texturing Contest: Void! Click here to enter!
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!

Spawn And Move Monsters?

Status
Not open for further replies.

Spo

Spo

Level 6
Joined
Jun 1, 2009
Messages
122
How do you make the type of spawn system like in graveyard defence like you pick your hero and wait a while.When you kill that wave of enemys you wait again and it sapwns a diffent wave of enemys :spell_breaker:
ALSO: how do you make them move to a palce and battle enemys geting there?
 
Heres what a DotA/AoS style spawn should look like.

  • Human Spawns BL
    • Events
      • Time - Every 20.00 seconds of game time
    • Conditions
    • Actions
      • Unit - Create 4 Footman for Player 2 (Blue) at H_SPAWN facing 270.00 degrees
      • Unit - Create 2 Knight for Player 2 (Blue) at H_SPAWN facing 270.00 degrees
      • Unit - Create 2 Tank for Player 2 (Blue) at H_SPAWN facing 270.00 degrees
      • Unit Group - Order (Units in Human Spawn <gen>) to Attack-Move To Center
 
  • Kicking
    • Events
      • Time - Elapsed game time is 25.00 seconds
    • Conditions
    • Actions
      • Set tempoint = (Center of SpawnUnits <gen>)
      • Unit - Create 1 Footman for Player 1 (Red) at tempoint facing Default building facing degrees
      • Unit Group - Add (Last created unit) to tempgroup
      • Unit - Create 1 Rifleman for Player 1 (Red) at tempoint facing Default building facing degrees
      • Unit Group - Add (Last created unit) to tempgroup
      • Unit - Create 1 Knight for Player 1 (Red) at tempoint facing Default building facing degrees
      • Unit Group - Add (Last created unit) to tempgroup
      • Set tempoint = (Center of MoveUnits <gen>)
      • Unit Group - Pick every unit in tempgroup and do (Actions)
        • Loop - Actions
          • Unit - Order (Picked unit) to Attack-Move To tempoint
      • Custom script: call RemoveLocation(udg_tempoint)
      • Custom script: call DestroyGroup(udg_tempgroup)
This is a spawn that removes leaks. If that helps any?

- Xeno.
 
Status
Not open for further replies.
Back
Top