maho76,
Unfortunately I am getting married this weekend and today is my last day where i can access the forum. I will be back in 3 weeks when I can help you out a lot more.
In the mean time, to create a general wave script - you will need to create the following:
* Create and position your enemies as you wish. It is important so given them individual names and set the "spawn at start" to NO.
* The other spawn commands are fairly obvious, but i would recommend playing with them so you see what they do and what you like or don't like.
* Place a trigger zone at the location of the player you want the enemies to spawn. In my game, i had a single entrance door, so i placed the trigger just in front of the door. the zone then triggers the door to close and the enemies to appear.
* Then you need to create you script to spawn the enemies. To trigger each enemy i typically use:
:plrwithinzone=1:settargetname=BigBadEnemy,activatetarget=1
The limitation of this method is that once the enemies have been activated, you cannot stop the spawning so endless waves of enemies will be created.
To get around this you need to create 1 enemy for each wave. For example, say you want two waves; 5 enemies in the first and 20 enemies in the second.
What you would do is create one enemy, called EnemyWave01, and set their spawn parameters so that only 5 enemies are spawned. Next create another enemy, called EnemyWave02, and set the spawning parameters for 20 enemies.
You then need to modify the trigger script so that you only activate the 2nd wave when the first wave is complete. The best way to do this is with variables. Variables are your friends in FPSC. They enable you to do lots of cool things.
Many method for waves was to create a variable called "EnemiesInWave", which i declared at the top of the trigger zone
:state=0:dimvar=EnemiesInWave,setvar=EnemiesInWave 0,state=1
I would then add to this variable when an enemy way spawned (by modifying the enemy's appear script)
:state=0:addvar=EnemiesInWave 1
Then reducing this variable when an enemy was killed (by modifying the destroy script).
:state=0:subvar=EnemiesInWave 1
The trigger zone script then had something like this:
:state=1,plrwithinzone=1:settargetname=EnemyWave01,activatetarget=1,etimerstart,state=2
:state=2,etimergreater=30000,varless=EnemiesInWave 1:settargetname=EnemyWave02,activatetarget=1,state3
that should be enough for you to start. Once you have the waves working, we'll work on the rewards. Think as big as you like about the rewards - i like the challenge of being able to script them
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