init
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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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