Triggers

GingerBGamesGingerBGames Member Posts: 390
edited November -1 in Working with GS (Mac)
Hello GS'ers,

Is there an easier way to do triggers? The way i'm doing it is really long. Each trigger is it's very own, and i've got a lot i'm going to need in my game. So I was just wondering if someone knows of a more easy way of doing this? Perhaps rather than have two hundred individual trigger actors or more?

Thank you.

Comments

  • juzcookjuzcook Member Posts: 259
    It would depend on the game you were making and whether you could make rules that let you minimise the number of individual triggers. What are you attempting to make?
  • GingerBGamesGingerBGames Member Posts: 390
    Rpg, and I don't want a bunch of spawns, I want to have the guys on the map at load time, then when the main character hits an area I want them to move to the hero's x and y.
  • RondoRocketRondoRocket Member Posts: 411
    One option is to use the "magnitude" expression so the enemies will only react when the player gets within a certain distance of them. What's sort of cool about this option is that the enemies will stop chasing you if you run away and get beyond the distance you have set. It will also eliminate the need for triggers.
  • rickdalrickdal Member Posts: 30
    I think ReM's idea has merit, but I would be careful about having a bunch of actors "waiting" in the scene doing magnitude checks all the time. You might want to combine the two ideas and have some triggers in the level whose job is to "turn on" enemies in the scene. Once "turned on" the enemies would do thier magnitude checks.
    Just a thought...
  • GingerBGamesGingerBGames Member Posts: 390
    How would I do a magnitude? I'm using two joysticks and a game x & y that the bad guys move to. How would I code a magnitude?
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