![]() where characterOrBasePart is the determined physical range part, zone is the zone module. touched event and checking if enemy touched and then while wait() and check magnitude, if no longer in range then break the loop.īoth seem bad, I would ultimately suggest trying to utilize zoneplus v3.x module it seems to have something effective if you plan to have a physical part representing the range of a tower but requires basepart or etc to work for the enemies: trackItem If you dont want to go the route to while wait() check magnitude between enemy and tower then I would suggest having a physical part representing the range for the tower and having a. Sorry for no real solutions, but I hope at least something is of help. It could be used to trigger removal of said enemy when it leaves, but I think you can find a better way to do this. HOWEVER this is not a good solution, as the enemy would have to keep track of what should be shooting it, which is just a backwards way of doing it. If you are using a BindableEvent you could have one on each tower, then fire said event when entering range. I am not sure, however, how you would remove it in a smooth way.īindableEvents may be useful, however I don’t know when you should call said event. You could then add it to a list (or something) of enemies to attack. Touched to find out when something has entered the range (if range is a part). Using events as triggers is probably the way to go, however which events you should listen for is unclear. Task.wait is an improved version of wait which schedules the current thread to be resumed after some time has elapsed without throttling. I’ve been stuck on this topic all day and any help is appreciated. I was going to do a while wait() do loop, however I don’t think this would be resource friendly as there is going to be more than one towers, and also I was going to have it check the queue() table. This just receives the call the enemies make when they enter a hit zone, and it checks if the given code is the same (checking if the current tower is the right tower). Local hitDelay = :GetAttribute("HitDelay")ĭealDmg.Event:Connect(function(enemy, accessCode) Local attackRange = zone.new(script.Parent) How would I do this? local zone = require(.Zone) ![]() I then want the tower to target the newest entered enemy. I am trying to make a tower defense game, and I want to make the attacking system to where once an enemy enters the range, the tower will keep attacking until either the enemy dies or leaves the range. Gold can also be used to unlock different loot boxes, which is where the aforementioned codes come into play.Sorry the title is really vague, I can’t word things properly half the time. Towers come in various rarities, and the most powerful towers can be acquired by purchasing gems from the in-game black market. By unlocking new towers with special abilities, you can bolster your defenses. ![]() The objective of Ultimate Tower Defense is simple: defend your base against waves of enemies. Both games strive to captivate players by offering regular updates, tweaks, changes, new towers (or characters), and much more. What is Ultimate Tower Defense? Ultimate Tower Defense competes with another popular Roblox game, All Star Tower Defense, in the genre of tower defense games. Stay tuned for future articles, as we will provide updates on new codes as they become available. If the code still doesn’t work, it might have expired.
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