#I need Help =(
124 messages · Page 1 of 1 (latest)
** You are now Level 3! **
this is the 2nd half of my wave system code
I want it to start the next wave right after it prints "Wave ended"
idk how to script it though
try putting the print statment after the repeat until
which should print wave ended after the mobs die
well, i want the wave to end even if the mobs are still on the map
yea like have it so the wave will end after a certain amount of time, and then have the next wave start like 3 seconds after the previous wave ended
the wave will end a certain amount of time after it started, depending on what wave it is
ok then remove the reapeat untntill
and just add a task.wait
also whats the task.spawn function doing?
its not gonna yield the code
i have no clue tbh
yeah its not needed either
k lemme try it and see if it works
so just add like task.wait(60) and then print wave ended and task.wait(3)
where do i add task wait (60)
and how would i make it so that it scales with the wave #
like on wave 1 it ends after 10 seconds and then on wave 2 it ends after 15
like where the repeat statment was
ok
if wave ==
end
okay
also make it on the same line if its still red
it is
leme do it in my studio to ezplain it better
i was going to have it be higher because its a 15 wave system
so waht increament
ok then all you need is
in case they are afk at start the waves will still go by
just do that
np
** You are now Level 4! **
BRO
Use tables for that 💀
Like this is unreadable and not scalable
What you can do is a table that holds the data
local waveSpawn = {
{
Zombie = 6
},
{
Zombie = { 4, 4 },
Noob = 1
},
-- ... Other stuff
}
local wave = 2
print(waveSpawn[wave]) -- to get the spawned mobs on this wave
And then just loop through your spawn waves
** You are now Level 36! **
;compile
table: 0x5598958e5d20
But this is a really good effort if you are new to programming, but you should learn tables since you can pretty much do anything with them
yea thank you
Could you help me with my script?https://discord.com/channels/448986884497211392/1221390365072822282
i didnt know what tables were so
@jaunty token i do have another question not about the wave thing
i can dm you about it if you want but
Sure
No ask it in the server
k
This way other people than me could aenser
okay
I gtg in some minutes so
so i have a system where these "Mobs" walk/run to waypoints since its a td game and they run along the track, but sometimes they basically skip or dont actually hit the waypoints, is there a simple way i can fix it?
i can send a pic of my script for the waypoints
thats what i have
top is for waypoints
bottom doesnt matter thats just for collisions
this is my base map as a placeholder
the gray blocks are waypoints
yellow block is starting spot
is there a way to make it a 100% accurate run path?
like they are turning on the stud to the right of the waypoint
the zombies atleast are
and my "Mechs" are just completely skipping it
💀
That's weird, but if you really want them to always go for the waypoint you want, you can read what's PathFinding so like this you're sure that they will go to your waypoint, but it's weird since the code you shown to move the mobs seems accurate enough to do what you need
could i just make it so that they run to a specific coordinate?
would that fix it do you think?
cause these guys do not want to go to the waypoint idk why
Well yes, instead of using the part coordinates you can use your vector3
whats vector3?
But if the part I see here on the left is the good part it should work to there
yes it is, but they just skip it early for some reason and i cant figure out why
Positionned data, which is a point in a 3d coordinate
oh okay
That's weird yes
it does it in different spots too
its weird
and inconsistent
like at the end sometimes the same thing will hapen
they will cut the corner
@jaunty token do you know a basic script to change my zombies walkspeed?
if not its okay just wanted to ask
Just do zombieCharacter.WalkSpeed = 30
this code is so abhorrent my eyes are bleeding plz stop
yandere dev ahh code 💀