- Joined
- Dec 29, 2019
- Messages
- 15
Hello, so I am making a Tower Defense and I need help with the routing...
So, what I'm trying to do here is to have Player 1's all units (which spawns timely) to move from Point Start A to the Points #s, then lastly to Point End. While my spawned units is to Kaboom! enemies along the way from the Point End, Point #s then to Point Start A.
Also, I have tried this trigger before I want to implement the Kaboom!.
Which is way smoother, no enemies fleeing when attacked, turns and move from point to point with no break. Which is not the case with the first trigger that I have showed, but this one affects all Player units not just Player 1.
That is why I also made this trigger to compensate with that...
I know that I am lacking a lot as you can see, but I am willing to learn. Thank you for helping.
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Events
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Unit - A unit enters (Playable map area)
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Conditions
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Actions
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Trigger - Turn off (This trigger)
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If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Unit Group - Order (Units in Point Start A <gen>) to Move To (Center of Point 1 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Unit Group - Order (Units in Point Start B <gen>) to Move To (Center of Point 2 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Unit Group - Order (Units in Point 1 <gen>) to Move To (Center of Point 2 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Unit Group - Order (Units in Point 2 <gen>) to Move To (Center of Point 3 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Unit Group - Order (Units in Point 3 <gen>) to Move To (Center of Point 4 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Unit Group - Order (Units in Point 4 <gen>) to Move To (Center of Point 5 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Unit Group - Order (Units in Point 5 <gen>) to Move To (Center of Point 6 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Unit Group - Order (Units in Point 6 <gen>) to Move To (Center of Point 7 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Unit Group - Order (Units in Point 7 <gen>) to Move To (Center of Point 8 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Unit Group - Order (Units in Point 8 <gen>) to Move To (Center of Point 9 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Unit Group - Order (Units in Point 9 <gen>) to Move To (Center of Point 10 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 1 (Red)) then do (Unit Group - Order (Units in Point 10 <gen>) to Move To (Center of Point End <gen>)) else do (Do nothing)
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-------- . --------
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If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Unit Group - Order (Units in Point End <gen>) to Neutral - Kaboom! (Center of Point 10 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Unit Group - Order (Units in Point 10 <gen>) to Neutral - Kaboom! (Center of Point 9 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Unit Group - Order (Units in Point 9 <gen>) to Neutral - Kaboom! (Center of Point 8 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Unit Group - Order (Units in Point 8 <gen>) to Neutral - Kaboom! (Center of Point 7 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Unit Group - Order (Units in Point 7 <gen>) to Neutral - Kaboom! (Center of Point 6 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Unit Group - Order (Units in Point 6 <gen>) to Neutral - Kaboom! (Center of Point 5 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Unit Group - Order (Units in Point 5 <gen>) to Neutral - Kaboom! (Center of Point 4 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Unit Group - Order (Units in Point 4 <gen>) to Neutral - Kaboom! (Center of Point 3 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Unit Group - Order (Units in Point 3 <gen>) to Neutral - Kaboom! (Center of Point 2 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Unit Group - Order (Units in Point 2 <gen>) to Neutral - Kaboom! (Center of Point 1 <gen>)) else do (Do nothing)
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If ((Owner of (Triggering unit)) Equal to Player 2 (Blue)) then do (Unit Group - Order (Units in Point 1 <gen>) to Neutral - Kaboom! (Center of Point Start A <gen>)) else do (Do nothing)
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So, what I'm trying to do here is to have Player 1's all units (which spawns timely) to move from Point Start A to the Points #s, then lastly to Point End. While my spawned units is to Kaboom! enemies along the way from the Point End, Point #s then to Point Start A.
Also, I have tried this trigger before I want to implement the Kaboom!.
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Events
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Time - Every 0.08 seconds of game time
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Conditions
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Actions
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Unit Group - Order (Units in Point Start A <gen>) to Move To (Center of Point 1 <gen>)
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Unit Group - Order (Units in Point 1 <gen>) to Move To (Center of Point 2 <gen>)
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Unit Group - Order (Units in Point Start B <gen>) to Move To (Center of Point 2 <gen>)
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Unit Group - Order (Units in Point 2 <gen>) to Move To (Center of Point 3 <gen>)
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Unit Group - Order (Units in Point 3 <gen>) to Move To (Center of Point 4 <gen>)
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Unit Group - Order (Units in Point 4 <gen>) to Move To (Center of Point 5 <gen>)
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Unit Group - Order (Units in Point 5 <gen>) to Move To (Center of Point 6 <gen>)
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Unit Group - Order (Units in Point 6 <gen>) to Move To (Center of Point 7 <gen>)
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Unit Group - Order (Units in Point 7 <gen>) to Move To (Center of Point 8 <gen>)
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Unit Group - Order (Units in Point 8 <gen>) to Move To (Center of Point 9 <gen>)
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Unit Group - Order (Units in Point 9 <gen>) to Move To (Center of Point 10 <gen>)
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Unit Group - Order (Units in Point 10 <gen>) to Move To (Center of Point End <gen>)
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Which is way smoother, no enemies fleeing when attacked, turns and move from point to point with no break. Which is not the case with the first trigger that I have showed, but this one affects all Player units not just Player 1.
That is why I also made this trigger to compensate with that...
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Events
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Time - Every 0.08 seconds of game time
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Conditions
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Actions
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Trigger - Turn on Pathing 2b <gen>
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Last edited: