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FPSC Classic Scripts / enemy waves spawning before enemies are dead

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xymore
13
Years of Service
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Joined: 9th Jun 2011
Location: East coast, USA
Posted: 11th Aug 2011 21:26
hello

found this wave spawn script by Ched80
http://forum.thegamecreators.com/?m=forum_view&t=186218&b=23

its an awesome script and guide for spawning waves of the enemy

ive got it spawning waves of the enemy
but the next spawn wave starts before i can
kill off all the enemy that were previously spawned

im sure ive done something wrong
but cant figure it out



trigger




appear 2 / floor logic script




Destroy script



will be grateful for any help
Ched80
14
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Joined: 18th Sep 2010
Location: Peterborough, UK
Posted: 12th Aug 2011 13:53
Can you post the spawn settings for the enemy?

xymore
13
Years of Service
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Joined: 9th Jun 2011
Location: East coast, USA
Posted: 12th Aug 2011 18:39
spawn at start - no
Max at time - 0
max spawn - 0
spawn delay - no
spawn dead - no
maho76
13
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 12th Aug 2011 20:59 Edited at: 12th Aug 2011 21:49
this is a revised wave-sequence made with instructions/inspirations by ched in the thread you show.

simply spawning 2 waves in a row with each 1 enemy cloned to 5,spawning a healthpack and the second wave when killed 5 enemies, but without the timelimit as cheds does.

appearscript enemies:


destroyscript enemies:


and startzone for the wave:


setup enemyname as "splitter1" and splitter2" and the healthpack/whatever-reward as "health10" and start-spawn=no. use any main/shoot script you like.
the addvar in the appearscript and subvar in the dissappearscript give the settings on wich number of killed enemies the next wave spawns. setting up ":varequal=EnemiesInWave10 4:" instead of five in the triggerscript would be used to spawn pack and wave2 after killing 4 enemies a.s.o.
for a third wave after the second one, simply set up a new variable and new appear/destroyscripts, insert the same way into the triggerscript and go on and on

hope it helps to get the principles. the main thing is the add-2-sub-1-trigger-on-1 thinking.

thanks @ched again to get my nose into variables, i´m row-scripting a complete level with more than 20 wavetriggers at the moment. totally insane
xymore
13
Years of Service
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Joined: 9th Jun 2011
Location: East coast, USA
Posted: 12th Aug 2011 22:58
@maho76

wow, thats alot of info ... thankyou
im starting to work on it right now
seems clear .. looks easy ..
hope i get it right


if i want to make another wave triggger
do i need to make new appear and destroy scripts for it


wave trigger script 1
appear script 1
Destroy script1

wave trigger script 2
appear script 2
Destroy script2


or can i create new wave trigger scripts and reuse the appear and destroy




20 wavetriggers WOW ...
i love spawning this way
hope i can get mine up and going


again, thanks for the help and info
maho76
13
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Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 13th Aug 2011 01:02 Edited at: 13th Aug 2011 01:09
i made appear/disappearscripts for EACH SINGLE NPC.^^
(sometimes more than one)

so you have best options to do a special thing for each of them later (sounds, animations, hud-appears etc.)... or not, as you wish. but thats a bit more insane than even 300-500 enemies on a single map ... i like getting freaky.

i think its better to set up a new scriptset (and new vars) for each wave so you dont get into any trouble with variables. you have more options and system gives you endless dimvars, so why not simply copy&paste the wavefolders? its more save than experimenting with the scripts and mess it up. kind of modular.
xymore
13
Years of Service
User Offline
Joined: 9th Jun 2011
Location: East coast, USA
Posted: 13th Aug 2011 17:39
hehe .. it be working
thank you you so much for helping

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