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Apr 9th, 2020
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Lua 2.56 KB | None | 0 0
  1.  
  2. -- Create path
  3. local p_path_0  = entity_empty()
  4. entity_add_component( p_path_0, "component_position", { x = 50, y = 100 } )
  5. entity_add_component( p_path_0, "component_path", { path_id = 0, path_index = 0 } )
  6. entity_add_component( p_path_0, "component_target", { target_type = "path" } )
  7. entity_spawn( p_path_0 )
  8.  
  9. local p_path_1  = entity_empty()
  10. entity_add_component( p_path_1, "component_position", { x = 400, y = 100 } )
  11. entity_add_component( p_path_1, "component_path", { path_id = 0, path_index = 1 } )
  12. entity_add_component( p_path_1, "component_target", { target_type = "path" } )
  13. entity_spawn( p_path_1 )
  14.  
  15. local p_path_2  = entity_empty()
  16. entity_add_component( p_path_2, "component_position", { x = 400, y = 200 } )
  17. entity_add_component( p_path_2, "component_path", { path_id = 0, path_index = 2 } )
  18. entity_add_component( p_path_2, "component_target", { target_type = "path" } )
  19. entity_spawn( p_path_2 )
  20.  
  21.  
  22. -- Create moving entity
  23. local p_monster = entity_empty()
  24. entity_add_component( p_monster, "component_position", { x = 50, y = 100 } )
  25. entity_add_component( p_monster, "component_moving", { speed = 1 } )
  26. entity_add_component( p_monster, "component_targeting", { target_type = "path", range = 3000 } )
  27. entity_add_component( p_monster, "component_target", { target_type = "monster" } )
  28. entity_add_component( p_monster, "component_hitpoints", { hitpoints = 100 } )
  29. entity_spawn( p_monster )
  30.  
  31.  
  32. -- Create tower entity
  33. local p_tower = entity_empty()
  34. entity_add_component( p_tower, "component_position", { x = 225, y = 50 } )
  35. entity_add_component( p_tower, "component_targeting", { target_type = "monster", range = 100 } )
  36. entity_add_component( p_tower, "component_damage", { damage = 25 } )
  37. entity_spawn( p_tower )
  38.  
  39. -- Create projectile
  40. local p_projectile = entity_empty()
  41. entity_add_component( p_projectile, "component_position", { x = 225, y = 50 } )
  42. entity_add_component( p_projectile, "component_targeting", { target_type = "monster", range = 3000 } )
  43. entity_add_component( p_projectile, "component_damage", { damage = 25 } )
  44. entity_add_component( p_projectile, "component_moving", { speed = 2 } )
  45. entity_add_component( p_projectile, "component_projectile", { hit_effect = "projectile_hit_effect" } )
  46. entity_spawn( p_projectile )
  47.  
  48.  
  49. projectile_hit_effect = function( projectile_id )
  50.  
  51.     print( "\nprojectile_hit_effect" )
  52. end
  53.  
  54.  
  55. -- Make entity follow path
  56. post_event( 100, "set_path", 3, 0 )
  57.  
  58. -- Make projectile attack moving entity
  59. post_event( 100, "set_target", 5, 3 )
  60.  
  61. -- FLYTTA HANTERINGEN AV "reached_target" FRÅN SYSTEM_MOVEMENT TILL SYSTEM_TARGETING ???
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