Hmm, it's not working for me either. I'll have to look through my various templates and games to see where I got this to work...
Give me a little bit to figure it out. Unfortunately, my GF is coming over. She wants to spend some time with me, blah blah blah... So I'll have to go soon.
Add a rule to this stuff. When SpawnActor Overlaps or Collides with actor of type SpawnedActor (notice, spawnEDactor) then Change Attribute self.spawn Actor to 0.
This will give it a constant updating and will always reset to 0, then interpolating it to 1, and then spawning a new actor. Emails on the way!
Comments
You would have a rule
When Overlap or collide change game.action to 1 for a duration of 1 sec
Then a rule when game.action is 1
--Animate explosion
I have a self.attribute on the spawn actor. Let's call it Self.Spawn, make it an integer and set it's value at 0.
Then in the behaviors, you'll have 2 rules;
RULE: If attribute self.spawn is = 0; Interpolate self.spawn to 1, duration: 5 seconds.
RULE: If attribute self.spawn is = 1; Spawn actor, and Change attribute self.Spawn to 0.
That seems to be working for me now.
Good luck!
Cheers
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DrGlickert send me an example please!!!
I have a rule When self.spawn is 0 interpolate Self spawn to 1 (Random time)
Then another one, when Self.spaw = 1, Spawn Actor, Then change Attribute Self.spawn to 0.
It just Spawn Once.
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Give me a little bit to figure it out. Unfortunately, my GF is coming over. She wants to spend some time with me, blah blah blah... So I'll have to go soon.
Add a rule to this stuff.
When SpawnActor Overlaps or Collides with actor of type SpawnedActor (notice, spawnEDactor) then Change Attribute self.spawn Actor to 0.
This will give it a constant updating and will always reset to 0, then interpolating it to 1, and then spawning a new actor. Emails on the way!