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TD Unit Problem

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Level 2
Joined
May 17, 2008
Messages
17
I've started with a TD but the creeps are'nt walking as they should. I did 9 walking regions and they do walk 2 them but between 1th walk area and 2nd walk area they stop and go a different way but when they've walked on the first walk area again they go the lane as they should.

If some1 can help me with my problem plz check my map.

PS! The scout towers are not going to be there when the map is finished
 

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  • BTW Outlands TD.w3x
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Level 28
Joined
Mar 25, 2008
Messages
2,955
I'll check it - np °°

//Edit: Since they only got one way to get forward why don't you just make them move to "p1 ending area" ?
Next thing, for the levels i'd suggest a periodic event like
  • Events
    • your event
  • Conditions
  • Actions
    • Trigger - Turn on <Level 1>
    • Wait x seconds
    • Trigger - Turn off <Level 1>
  • Level 1
  • initially off
  • Events
    • Time - Every 0.8 seconds
  • Conditions
  • Actions
    • Create 1 *your unit* for *enemy computer player* at Center of <p1 spawn area>
Whereas "x"is the value you want the trigger to last.
Ex: if you want to spawn 10 units (1 every 0.8s) then it's x=8

There might be other ways to do that for every player in ONE trigger but i don't know how to do that ^^
 
Level 24
Joined
May 9, 2007
Messages
3,563
I do not really understand what you are trying to say but try this.

If your units are neutral hostile they have a "maximum distance" from creep camp (starting loc of unit). To fix this just change them to Player 12 brown.

Otherwise look at other TD's and see their movment triggers.
(Rapidly Evolving Zerg TD by hawk900)
 
Level 7
Joined
May 3, 2008
Messages
229
Clusters don't work, besides clusters are hard to kill in one go... like shooting rocks.. you can blast one in 1 second, or a pile in a minute.

My editor is acting up now so i havent seen your triggers or anything....
But I suggest you listen to Squiggy.
 
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