AnthiusWave Library255,164,0,0EditorData\Images\WaterWindowWater.tgaComment: 'Created By: Anthius'
Created By: Anthius
Contact Info: amapbuilder@gmail.com
Please feel free to contact me with any issues, questions
or suggestions for this library.
Or if you work for Blizzard and would like to give a programmer the opportunity of a lifetime ; )
Comment: '---==== Purpose ====---'
---==== Purpose ====---
. This library (label: Wave Library) is meant to support the set up
and manipulation of waves of units in games such as Hero and
Tower Defense type games.
. It supports the creation of waves for up to 8 players (with up to
eight different players spawning units)
. Each wave has a single unit type to be spawned, an interval between each
unit, and a quantity of units to spawn for each wave.
. It then has actions for beginning these waves (all players simultaneously
or invidually) and tracking various important information about each wave.
Comment: 'This is all important stuff f...'
This is all important stuff for the library to run.
Don't mess around with this unless you know what you're doing.
Comment: 'This error most likely occurs...'
This error most likely occurs for two reasons, either this wave was not
assigned a unit or this wave has already run it's course and no longer
has any additional units to spawn.
Comment: 'Version: 0.00.01'
Version: 0.00.01
Last Updated: XX.XX.2010
Comment: '---==== Special thanks to ===...'
---==== Special thanks to ====---
. Blizzard Entertainment for continuing to make solid products as well
as for the development and release of tools such as the Galaxy Editor.
. S3rius at sc2Mapster.com for answering a lot of my questions
on cans and can't of the API.
Comment: '---==== Basic Libaray Usage =...'
---==== Basic Libaray Usage ====---
Under Construction
NOTE: Not sure where to put this... but any time you are asked for a playerIndex,
pass the function the actual index of the character (aka, player 1 is 1). However,
If you are modifying this library and are refering to a variable's index, the index is
the playerIndex - 1 (aka the array starts at element zero).
ALL functions follow this rule, and convert any number accordingly.
In other words...
If you are modifying a variable, use array indicies (starting at zero)
If you are calling a function pass it the player index (starting at one)
Not liking all of my function and variable names... recomendations welcome.
Read MeInternalSpawn TrackersWavesWave Library ver 0.00.01anth SpawnTracker p3anth SpawnTracker p2anth SpawnTracker p1anth SpawnTracker p4anth SetUnitSpawnPointanth SetSpawnedUnitsPlayeranth ForceStartWaveSpawnTimerForOnePlayeranthPlayerWaveEndanth PlayerWaveEndpickedPlayerMinusOneanth StartWaveSpawnTimerForOnePlayeranth SpawnUnitForOnePlayeranth AddWaveForAllPlayersanth StartWaveSpawnTimerForAllPlayersanth NextWaveForAllPlayersanth AddWaveForOnePlayeranth NextWaveForOnePlayer000010112101003)01230101211<ERROR> playerCurrentWave[arrayIndex]: 100011101030<ERROR> playerIndex: 0<ERROR> playerIndex: 12StartWaveSpawnTimerForAllPlayers()1221110ForceStartWaveSpawnTimerForOnePlayer(<ERROR> Empty Wave Index: There are no units to be spawned in this wave.11110111240StartWaveSpawnTimerForOnePlayer(1)00201<ERROR> Invalid Wave Index: Attempting to spawn a wave who's index does not have a unit.SpawnUnitForOnePlayer( 3110131311<ERROR> playerCurrentWave[arrayIndex]: 0010spawnIntervalplayerIndexplayerIndexspawnRegionplayerIndexunitQuantityplayerIndexplayerIndexspawnIntervalplayerIndexunitTypeToAddunitTypeToAddplayerIndexindexForUnitOwnerunitQuantityWavewaveUnitTypeplayerWavesplayerWaveTimerplayerSpawnRegionwaveUnitQuantityplayerSpawnedUnitsOwnerunitActionTypeplayerWaveTotalplayerCurentWavewaveUnitSpawnInterval