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Multiple Actor Spawn
by Brundi ·In the first actors PROTOTYPE put spawn actor in the detection you want -
Issue spawning moving obstacle from tables
by tatiang ·Using multiple spawn actor behaviors should result in no delay. -
Issue spawning moving obstacle from tables
by AirshipScientist ·Yeah, that timer example is exactly what I am doing. I might be able to get away with multiple spawn actor commands in a single rule. Would that delay be less than the 0.03 second delay from the timer -
Creating your own asynchronous server... •--•
by StormyStudio ·* No idea how verifying emails are setup to function. Unique web address being created for each account to visit to activate account. Plus I'd like to have the password setup on the web page. hmm.. -
Here is my development VLOG for my upcoming game... Please take a look!
by goliath ·(Quote) -
Issue spawning moving obstacle from tables
by tatiang ·Timer every 0 seconds spawn actor [actor name] at tableCellValue(tableName,game.row,1) tableCellValue(tableName,game.row,2) change attribute game.row to game.row+1 -
Spawning Random(1, 5) (actually random) From Another Actor
by Homebrew_Kid ·(Quote) -
Issue spawning moving obstacle from tables
by AirshipScientist ·I don't have access to the loop command, but I do currently have the spawn going off a timer. When the spawn triggers, to spawn my grid of obstacles, every 0 seconds, spawn an actor at position x,y co -
Issue spawning moving obstacle from tables
by tatiang ·Have you tried using a timer or a loop to spawn the actors? How do you have the rule setup for "Every certain amount of distance"? -
Issue spawning moving obstacle from tables
by AirshipScientist ·So I have a game prototype I am working on where the hero dodges incoming obstacles. To do this, I have the hero constrained to the screen area, spawn obstacles off the screen, and tell the obstacles -
Help with player life/health
by tatiang ·You're right... if the alpha is 0 the player can still detect a collision. I think when a bullet hits an asteroid, you should spawn an actor to spawn the explosion particles and destroy the asteroid -
Spawning Random(1, 5) (actually random) From Another Actor
by tatiang ·The idea is that if game.Time is 24, that means that game.timeStamp may have been 22 (for example) and game.duration was 2. Then, the rule will spawn an actor, change game.timeStamp to 24 and self.du -
Spawning Random(1, 5) (actually random) From Another Actor
by Homebrew_Kid ·Using that same script only spawns 1 enemy for me. -
Spawning Random(1, 5) (actually random) From Another Actor
by Homebrew_Kid ·Fixed (Spawner actor had invalid attributes): Getting a black screen with the same code but i'll fiddle with it. I have multiple spawner actors coming from a spawner so this could be causing it to bla -
Spawning Random(1, 5) (actually random) From Another Actor
by tatiang ·You'll need to use a custom timer for this. One way to do this is (the Spawn Actor behavior would replace the Log Debugging Behavior below): -
Spawning Random(1, 5) (actually random) From Another Actor
by SmokeyAce73 ·Try ticking run to completion, add the actor to spawn, also why have you selected random(min,max) for the direction? just wondering why no values are in there -
Spawning Random(1, 5) (actually random) From Another Actor
by Homebrew_Kid ·I am able to spawn an actor from another actor with this (updated image): -
Light Sources
by UtopianGames ·You could have a self.boolean in the torches and when touch is pressed spawn light source at torch XY position. -
Throwing an object to another object (target)...
by RThurman ·Perhaps its a logic error? For example, both actors are being destroyed. Then after they are destroyed (and are gone) they are then supposed to re-spawn themselves. Try putting the spawn behavior b -
Introduce New Actor to Spawn Sequence
by Tim_A ·I currently spawn an actor every 2 seconds, which flies across the screen at a random angle... that works no problem.