mush
New Member
Posts: 39
Posts: 39
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Post by mush on Jun 3, 2015 22:08:16 GMT
Hello,
Is there an easy way to exclude the damage prefab if the death prefab is needed instead?
I have a mothership which takes damage and generates damage prefabs but when it finally dies it spawns a damage as well as a death prefab.
Also I have a few enemies which generate multiple items when they die. Is there a way to incrementally position the prefabs on the Y axis so that they dont spawn in the exactly the same spot?
Best regards, Chris
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Post by DarkTonic Dev on Jun 4, 2015 0:32:06 GMT
I've just added "spawn on death hit" checkbox to Damage prefab section. Defaults to off.
For the other one, you'd like an incremental Vector3 or a random offset max Vector3? Please specify. Normally in most games I've seen, all death prefabs spawn in the same place then move away from each other with movement scripts...
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mush
New Member
Posts: 39
Posts: 39
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Post by mush on Jun 4, 2015 21:11:07 GMT
Excellent - thanks for that. Yep an incremental Vector 3 would be perfect 
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Post by DarkTonic Dev on Jun 5, 2015 0:07:26 GMT
I may add this real quick because it's easy. But I have a better more flexible solution in mind.
I'm about to add a new "Send Mode" to Custom Events of "Same Game Object". That way you could set up a Triggered Spawner wave on the same objects as the Killable and tell the Killable to fire that Custom Event when it's destroyed. That way you have all the extra options that Triggered Spawners have for spawning (more than just Incremental).
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mush
New Member
Posts: 39
Posts: 39
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Post by mush on Jun 5, 2015 9:12:02 GMT
Great idea - very versatile. Could you please still do option 1 as well because I still can not figure out how and when to do custom events scripting  Also if you have time and do not mind - could you add the incremental vector3 to damage prefab as well? BTW MasterAudio is working even better since the latest update! Best regards and many thanks, Chris
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Post by DarkTonic Dev on Jun 5, 2015 15:20:31 GMT
I had the same idea (adding to Damage prefab). Those will both be in the next version. FYI, My idea with the Custom Events wouldn't require any scripting. There were a bunch of "Fire Custom Event" sections added in the last couple versions, including when Killable is Destroyed or Damaged 
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