Gold Bounty help...

Plutonium

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Hi, i am new here and i have done some mapping earlier.

i have done this once before but cant fint it this time :mad2:


how in TD can i make players get gold from the kills ? (diffrent for each unit type, thaught it had to do with the "stats - gold bounty awarded" attribute?..)

plz help :p
 

Plutonium

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and i have a question about this :p:p

Now. Create another trigger called 'Core Funtions'.
You will need another variable - make it. Call it 'Lives' [Real variable] And you will need another variable - make it. Call it 'MonsterNames' And 1 more variable. Call it 'Level' [Real]

Core Funtions

Code:
Event
Next Level*{1} Expires     =   [B] WHATT... :O i dont understand how to get [/B]that to work...

Conditions
Defeat equal to false.

Actions
Create 15 (MonsterSpawn) for (Player 12 (Brown)) at (Center of (YourRegionHere*{2}))
Order (Last Created Unit) to move to (YourRegionHere*{4})
Create 15 (MonsterSpawn) for (Player 12 (Brown)) at (Center of (YourRegionHere*{3}))
Order (Last Created Unit) to move to (YourRegionHere*{5})
Display text (You have (Lives) Lives left.).
Display text (You are now on level (Level)).
Display text (The monster name of the level you are on (Name of (Last Created Unit)).
Etc.


*{1} Next Level - Another trigger that is right up next.
*{2} YourRegionHere - Place a region where you want the monsters to spawn. As many as you want - copy the trigger at all regions.
*{3} YourRegionHere - Same as *{2}.
*{4} Place a region where the units are going to move to.
*{5} Same as *{4}.

I did not understand the Nest level part!!

sorry for the bother :O
 

ChrisH36

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Hi, i am new here and i have done some mapping earlier.

i have done this once before but cant fint it this time :mad2:


how in TD can i make players get gold from the kills ? (diffrent for each unit type, thaught it had to do with the "stats - gold bounty awarded" attribute?..)

plz help :p
Add this trigger or add-on:

Event:
Map Initialization
Action:
Player - Turn Player Flag On/Off - Turn Gives Bounty On for (Player x)

X is equal to the player that owns the creeps running the maze. That function is a preset one.


As for your second trigger, do you have a trigger that does certian actions when a level is done?
 

Plutonium

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Next level
Code:
Set (Level (Level + 1))
Run (Set Level)
Wait 30 seconds.
Run (Core Function)
and the one u have over is Core function


Set level
Code:
Event
Nothing

Conditions
Defeat*{1} equal to false.

Actions
If (MonsterSpawn equal to 1) then do (Set MonsterType = [YourMonsterHere*{2}] else do nothing.
If (MonsterSpawn equal to 2) then do (Set MonsterType = [YourMonsterHere*{3}] else do nothing.
 

ChrisH36

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The only way you can get Next Level to expire, is to use a Timer and start the clock at a certian point after the creeps spawn (factor in its rate and ****). When the timer hits 0 (it should go downward), then start the level.
 

ChrisH36

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Don't mention it. I would post triggers, but I dont remember what to do. And its beneficial for yourself when you learn and do it yourself :).
 

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