Temporary Megawave of actors

Hi everyone

It might be easy to do, but I am stuck here :(


> Currently, an actor(monkey) appear every 2sec, with 3 different path randomly set at different speed.

I want between every 40-80 sec a Mega Waves occur, while the spawning frequency will be set every 0.5sec:

_ Spawning the actors for 10sec of the Mega wave but disabling in same time the other spawning script(also 10sec); if

possible accelerate the music or using temporary another one.

_ during this megawave, I want every 1sec the actors change between path A, B or C.

Can you please help me achieve this?

Sorry if it's confusing..

Comments

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598

    Hi @shareef without seeing your Rules, it'd be difficult to give precise answers to your questions.... but enough to say, you need booleans acting as switches...

    So when you want a process to be carrying on, the boolean is false (and a rule added before the process, When boolean01 is false then...

    And to stop any one of them, use a change attribute on the boolean to set it to true. Hope that helps.

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • shareefshareef Member Posts: 5
    Thanks a lot gyroscope!

    At least it gave me a different point of view of what I was trying until now!

    For my rules:

    _Spawn rules:
    - When game.Score = >100
    Timer: Random(40-80)sec
    For 8sec
    Every 0.5sec => Spawn Monkey

    _Monkey rules:
    -change attribute: self.speed : random(100,200)
    -accelerate direction:270 relative to scene. Acceleration set to 1000
    -rule : When actor reach X position, it will jump randomly between 3 different motion linear velocity

    Is that enough?
  • shareefshareef Member Posts: 5
    Well.. I think I found a way but now once the monkeys changed their speed and path type, they dont revert back.. even trough I used "for" on the timer attribute and "run to completion"

    I also tried by adding a change attribute to false on the game.megawaves attribute, and many other tweaks but nothing change.. TT

    Any idea?
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598

    Would you be willing to upload a copy of your game file, @shareef? That way, I can get my head around it better (or another member) to solve your problem for you.

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

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