init
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@@ -0,0 +1,51 @@
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TrackEnemy = {}
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TrackEnemy.__index = TrackEnemy
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function TrackEnemy:new(model, name, health, speed)
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local self = setmetatable({}, TrackEnemy)
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self.model = model
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self.name = name
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self.health = health
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self.speed = speed
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self.alive = true
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self.currentWaypoint = 1
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return self
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end
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function TrackEnemy:damage(amount)
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self.health = self.health - amount
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if self.health <= 0 then
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self.alive = false
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self:die()
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end
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end
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function TrackEnemy:die()
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print(self.name .. " has died.")
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if self.model then
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self.model:Destroy()
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end
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end
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function Trackenemy:moveToWaypoints(waypoints, dt)
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if not self.currentWaypoint then self.currentWaypoint = 1 end
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local target = waypoints[self.currentWaypoint]
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if target then
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local currentPos = self.model.PrimaryPart.Position
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local targetPos = target.Position
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local direction = (targetPos - currentPos).Unit
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local distance = (targetPos - currentPos).Magnitude
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local step = self.speed * dt
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if distance <= step then
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self.model.SetPrimaryPartCFrame(CFrame.new(targetPos))
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self.currentWaypoint = self.currentWaypoint + 1
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else
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self.model:SetPrimaryPartCFrame(
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CFrame.new(currentPos + direction + step)
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)
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end
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end
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end
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@@ -0,0 +1,37 @@
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local RunService = game:GetService("RunService")
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local Waves = require(script.Parent.Waves)
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local waypoints = { -- Fill with your waypoint Parts
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workspace.Waypoint1,
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workspace.Waypoint2,
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workspace.Waypoint3,
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-- etc.
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}
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local enemies = {} -- Table to hold TrackEnemy objects
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local function spawnWave(waveData)
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coroutine.wrap(function()
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for _, group in ipairs(waveData) do
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for i = 1, group.count do
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local enemyModel = group.model:Clone()
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enemyModel.Parent = workspace
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local enemy = TrackEnemy:new(enemyModel, group.name, group.health, group.speed)
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end
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if group.delay and group.delay > 0 then
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wait(group.delay)
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end
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end
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end)()
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end
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spawnWave(Waves[1])
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RunService.Heartbeat:Connect(function(dt)
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for i, enemy in ipairs(enemies) do
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if enemy.alive then
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enemy:moveToWaypoints(waypoints, dt)
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end
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end
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end)
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@@ -0,0 +1,30 @@
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local Wave = {
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{
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{
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model = workspace.EnemyModel,
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name = "Enemy",
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health = 100,
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speed = 10,
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count = 5
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}
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},
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{
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{
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model = workspace.FastEnemyModel,
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name = "FastEnemy",
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health = 50,
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speed = 20,
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count = 10
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},
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{
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model = workspace.EnemyModel,
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name = "Enemy",
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health = 100,
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speed = 10,
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count = 3,
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delay = 0
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},
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}
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}
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return Waves
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