More off-scene spawner woes.
Ignis
Member Posts: 72
Fellow chefs, I bring my dilemma before you once again; I think my last explanation wasn't clear enough, so this time I have included a diagram, hopefully to help clarify what my intention is, and where my confusion is...
Basically, this is the off-scene "spawner" idea, without using Spawn Actor. As you can see in the diagram, my actors reside off-scene. Upon a trigger/rule, I want them to be moved into the scene, one at a time, to location "start point".
After several trials and tests, I just can't figure out how to accomplish this. The issue is further complicated by different "varieties" of actors, indicated by the colors in the diagram. The player can control which type of actor will emerge from the start point. When summoned, just one of those actors moves into the start point. However, the order doesn't matter... it doesn't need to step through #1 to #8 in order, it only needs to move one actor of the correct variety into the scene until all of that variety is "exhausted" (moved).
To summarize, let's assume "game.Variety" begins at "Black". Upon trigger execution, "Black_1" moves to the start point. Then Black_2. Perhaps the player then switches game.Variety to "Red". Then Red_1 will be next in line, Red_2, etc. Green_1 might be next, then back to Black_3. The amounts (and types) of these actors will vary by scene.
I won't detail some of my "failed attempts" yet; instead I'd like to see if other GS users have ideas, which might solve the issue easily. Hopefully I can get this working, as this functionality is focal to my game idea.
Basically, this is the off-scene "spawner" idea, without using Spawn Actor. As you can see in the diagram, my actors reside off-scene. Upon a trigger/rule, I want them to be moved into the scene, one at a time, to location "start point".
After several trials and tests, I just can't figure out how to accomplish this. The issue is further complicated by different "varieties" of actors, indicated by the colors in the diagram. The player can control which type of actor will emerge from the start point. When summoned, just one of those actors moves into the start point. However, the order doesn't matter... it doesn't need to step through #1 to #8 in order, it only needs to move one actor of the correct variety into the scene until all of that variety is "exhausted" (moved).
To summarize, let's assume "game.Variety" begins at "Black". Upon trigger execution, "Black_1" moves to the start point. Then Black_2. Perhaps the player then switches game.Variety to "Red". Then Red_1 will be next in line, Red_2, etc. Green_1 might be next, then back to Black_3. The amounts (and types) of these actors will vary by scene.
I won't detail some of my "failed attempts" yet; instead I'd like to see if other GS users have ideas, which might solve the issue easily. Hopefully I can get this working, as this functionality is focal to my game idea.
Comments
What you can do is:
game.black = 0
when "black button" is pushed change game.black to game.black +1
when game.black = 1 move actor 1 to x,y values...
when game.black = 2 move actor 2 to x,y values..
game.red = 0
when "red button" is pushed change game.red to game.red +1
when game.red = 1 move actor 1 to x,y values...
when game.red = 2 move actor 2 to x,y values..
And so on and so forth............
This should work, if I remember correctly theres a way to do this with math, but I don't remember how to do it sorry
This is definitely a valid method, but I'm hoping to avoid using a slew of rules to get those actors into place. So the "math" option is probably what I need, if somebody remembers how to pull it off! This would be simple if not for GameSalad's pull-down menu interface... for example, unless I'm mistaken, when I use the function "Change Attribute: ActorX.Position.X = 50", "ActorX" can't be a variable tied to a game attribute such as "game.Next_Actor"... instead, it must be an existing and defined actor chosen via the pull-down branch heirarchy.