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Manual = normal N-E-S-W spawns but you can modify them and add more.
What I'm trying to do, is to release a couple of zombies from a random generator every time a player builds something, relative to the workers the building uses/houses. eg a tesla, and one runner will be generated, or 2 runners for a tent, 4 for a sawmill etc.
I have a variable set up for each type of building. In the Event script, I start with a block with a condition, Count(entity) >Variable
I also have a TEMP variable.
This block then executes the code TEMP=Count(Entity)-Variable;Variable=Count(entity) to give the variable the value of the current count for the next time it is called.
It then goes to a loop command.
From there another block has the condition TEMP >0
Then the Generate Units command comes off this to generate however many zombies for one building.
Then another block executing a code TEMP=TEMP-1.
By my way of thinking, this should then loop back and generate zeds until TEMP has no value.
Once the variable Temp=0, a second block coming off the TEMP >0 block has the exit loop command.
I tried to set it up like this so that each loop generates the zeds from a random generator for each one of the particular buildings.
Is this maybe too complicated?
My waves however, seemed a bit stuffed. The first two were announced N and S, but they came from the East. :-( The third wave was announced W and came from the West thankfully.
Also using logging to monitor your game while playing. I use NotePad++ and configured it to autoload the file when it changes, so I can monitor the game, or use some form of "Tail" application to monitor a continuously growing log file.
I use blocks ONLY for condition statements and execute code for all execute codes. And I never put conditions in execute code blocks. This makes your code easier to read and debug.