#How to make patrol like tower defense simulator
92 messages · Page 1 of 1 (latest)
patrol?
units on the track?
I am just gonna help not make an entire script
Just make it like the zombies but move it in reverse
I told you
WHAT ARE YOU DOING
so working
Send ur roblox profile

I am 60% sure underage
Gameroblox1234 as a profile name?
Hmm ok
so what do you want to so
I just told you
what to do
I can't make an entire script for you
Welcome to the start of a brand new series looking at making a Tower Defense style game. In this episode we take our first tentative steps by creating an enemy who can follow a path.
DISCORD ► https://discord.gg/utqq7zM
TWITTER ►@gnomecodeRBLX
TIMESTAMPS►
0:00 Intro
0:13 Setting up
2:04 Moving the Zombie
3:49 Creating waypoints
5:03 Moving bet...
Does it hurt to google it you twat?
You expect someone to make an entire script for you
no...
#💵︱hiring
If you followed the tutorial understanding what he's saying you would know how to do it
The whole script is if you put a car and that would leave at a certain time
How to say I did, but somehow with an error
like the enemies you made a function in the module
This points:
22
20
19
18
16
17
Just make a car script like thatn with few changes
SEND UR SCRIPT
I man
show explorer
show patrol from insdie
?
nvm
So what to do?
??
Right, what is this clusterfuck
Yes
Right
Put wait() in your loop
That's just standard
You're using ipairs so it should preserve the order
Weird, this should work..
yes

anyways good luck you too
i use task.wait()
no
He needs help 😭
yee
local waypoints = workspace.Snake.Waypoints:GetChildren()
Can here error?
local PhysicsService = game:GetService("PhysicsService")
local ServerStorage = game:GetService("ServerStorage")
local patrol = {}
function patrol.Move(patrol, map)
local humanoid = patrol:WaitForChild("Humanoid")
local waypoints = map.Waypoints:GetChildren()
for index, waypoint in ipairs(waypoints) do
index = #waypoints - index
patrol.MovingTo.Value = index
print(waypoints[index])
humanoid:MoveTo(waypoints[index].Position)
humanoid.MoveToFinished:Wait()
end
workspace.Mobs.Zombie.Humanoid:TakeDamage(humanoid.Health)
end
function patrol.Spawn(name, quantity, map)
local patrolExists = ServerStorage.Cars:FindFirstChild(name)
if patrolExists then
for i=1, quantity do
task.wait(1)
local newpatrol = patrolExists:Clone()
newpatrol.HumanoidRootPart.CFrame = map.End.CFrame
newpatrol.Parent = workspace.patrols
newpatrol.HumanoidRootPart:SetNetworkOwner(nil)
local movingTo = Instance.new("IntValue")
movingTo.Name = "MovingTo"
movingTo.Parent = newpatrol
for i, object in ipairs(newpatrol:GetDescendants()) do
if object:IsA("BasePart") then
PhysicsService:SetPartCollisionGroup(object, "Car")
end
end
newpatrol.Humanoid.Died:Connect(function()
task.wait(0.2)
newpatrol:Destroy()
end)
coroutine.wrap(patrol.Move)(newpatrol, map)
end
else
warn("Requested patrol does not exist:", name)
end
end
return patrol