Set attributes for 100 levels on one actor..
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I have a game that is one scene, it's just 4 actors spawning enemies.. They use global attributes like spawn rate, speed, type of enemies etc..
Is it ok to have one actor in the scene that has rules like: if WAVE=1 set attributes to something, if WAVE=2 set to something else.. If WAVE=100 set to some ridiculous values nobody can beat
so.. I wanna set 100 rules on one actor.. Is that ok or is that, in GS world, some enormous stress on process and memory?? Shouldn't be but I would rather check in advance
Is it ok to have one actor in the scene that has rules like: if WAVE=1 set attributes to something, if WAVE=2 set to something else.. If WAVE=100 set to some ridiculous values nobody can beat
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Ace
i'll try to be smart about it
For example let's say that when the wave increase it also increase the speed of the enemy. I think you can use a mathematical formula using the wave number to achieve that: Change attribute self.LinearVelocityX to 10*(game.Wave/2)
With this method you can change a lot of other attributes like hit points, speed, time, damage, etc...
The hard part is figuring out the correct formula to get what you need, but it usually doesn't take to much time.
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