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Spawn random actors with predefined intervals
by tatiang ·One suggestion is to spawn a new dragon actor when the collision happens and destroy the existing dragon. The new dragon actor should have its own rules (e.g. no movement, no scoring, just animation -
Spawn random actors with predefined intervals
by Ciaphis ·I had to deal with the timer behavior in the "Spawner Actor" for the following reason: -
simple movement problem
by RowdyPants ·changed to false' rule. That way you could spawn the flying actor, not let go of the button, be moving left, and only stop/slow down/do something else if the button is released or something else cha -
simple movement problem
by mikejamesfisher ·button. When jump is pressed, the walking actor spawns the flying actor and destroys itself. Now... when left is held down through the destroy and spawn, the spawned actor does not continue moving le -
Spawn random actors with predefined intervals
by Twayne2 ·To make the obstacles appear more ''drastically'' I suppose you could have a game attribute. (Let's call it game.attribute A.) The scene has a height of 1000. A starts at 0. In the spawn actor rules l -
Spawn random actors with predefined intervals
by Ciaphis ·I would I like to get a more drastic random Y position so the obstacles don’t spawn with say 50 pixels of the previous Y position. -
Spawn random actors with predefined intervals
by Twayne2 ·Well the potential of invisible actors mixed with self.atrributes is quite powerful and can accomplish this. For example, say in actor 1 spawn invisible actor B on actor 2's position. (X,Y.) And in ac -
Spawn random actors with predefined intervals
by tatiang ·That should spawn an actor every two seconds. But I suspect your issue is with actor positions... not timers. And unfortunately, I don't have time to sort through why that's not working. -
Lagging, Freezing, Crashing
by rainwaterstudios ·I rarely use loops; most of the actors are in-scene thus I doubt it's a spawning issue; I do use quite a bit of animation; however, these problems aren't occurring when previewing or working on any sp -
Lagging, Freezing, Crashing
by Triangularity Games ·It seems you have a bottleneck (i.e. something causing a slowdown). Do you have any loops in your project, or an excessive amount of spawn actor behaviors? Or a ton of animation? -
Spawn random actors with predefined intervals
by tatiang ·The actor's self.Time attribute continually increases. It doesn't stop or reset and it's not possible to force it to do so. The Timer behavior fires every x seconds depending on what you specify. I -
Spawn random actors with predefined intervals
by Ciaphis ·Below is the spawner actor object and the actor to be spawned properties. Is there anything there that I am missing? -
Spawn random actors with predefined intervals
by Ciaphis ·Ok, so my questions is this, is the timer reset after the objects spawns so that it can repeat the timer function prior to spawning another object and will the destroy call negate the timer or will it -
Spawn random actors with predefined intervals
by tatiang ·Spawn actor -
Spawn random actors with predefined intervals
by Ciaphis ·I got the actor multiple spawn issue sorted out. -
Spawn random actors with predefined intervals
by Twayne2 ·(optional step here if you want to spawn an actor before starting the intervals.) -
Spawn random actors with predefined intervals
by tatiang ·a prototype. Unlocked instance actors will have unique rules and it may be that that's what happened. -
Spawn random actors with predefined intervals
by Ciaphis ·why is it that when I set a spawn timer, it automatically spawns multiple actors of the same type? AM I missing something here? -
Spawn random actors with predefined intervals
by tatiang ·And this by @Armelline: http://gshelper.com/product/spawn-time-changer/ -
Spawn random actors with predefined intervals
by Ciaphis ·Inhave my timers set up for each actor but what happens is the objects seem to spawn based on the first spawn instance of the actor and not from the spawn of each individual actor.