Spielerando

Stop "clear the wave" from completing in the gap between two spawns

The last visible enemy falls, the next group is a second away, and the mission already says cleared. Or an enemy splits into smaller ones and the count dips to nothing for a single instant. Here is how to know a wave is truly over.

Why this works

"Nothing left" is only true at a quiet moment, not in the middle of a change. Looking at the whole situation once everything that happened together has settled, and counting what is still on its way, stops a wave from ending in the gap before the next arrives.

When not to use it

It is the wrong tool for an endless mode or for a wave that ends on a timer, not on the last enemy. Then judge by time or by points and ignore the count.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 29 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Stop "clear the wave" from completing in the gap between two spawns" (read_entry wave-clear-fires-between-spawns) in my game. Build it step by step, and show me how you checked that it works.

Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP