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Post by Dukealicious on Apr 12, 2016 9:15:50 GMT
![]()  I use both Core GameKit and Master Audio for everything and love it. I think there is something I am just missing or I am using it wrong though for Triggered Spawners. So my rooms are mainly boxes separated by automatic sliding doors that shut once an enemy spawns. So the player is not crushed by the door or moves quickly back into the previous room (locking themselves out) I have the Triggers for the Triggered Spawners slightly smaller than the room so you have to venture the whole way in the room. The problem I am having is that if in the middle of combat you back up against a wall and then re-enter the trigger volume before it is done spawning it's 5-7 enemies it will trigger another wave from that spawner. I never noticed it since I do not run along walls but one of my testers was coming across encounters where like 40 enemies were spawning and I found out this was happening. I use "Disable Event After" and if it finishes the entire wave it is fine but I have the enmies spawn over the course of 30 seconds and it is during that time I can trigger the spawning event multiple times. Is there anyway to make it only trigger once on enter? Some setting I haven't understood? I could make an FSM that "on trigger enter" deactivates the box collider I am using as a trigger but that would possible add like 80 FSMs to any given level and that is a performance concern.
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Post by DarkTonic Dev on Apr 12, 2016 19:29:24 GMT
You should use the Retrigger Limit Mode section that shows up under "Repeat Wave". Here you can make it so the wave will not retrigger until X frames or X seconds. I would use X seconds and make it just slightly longer than "Time to spawn all" so the wave will never be interrupted and starting a new one.
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Post by Dukealicious on Apr 12, 2016 19:39:54 GMT
 I see the Retrigger Limit option for other triggered spawner event types such as on "Visible" but not "Trigger Enter."
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Post by Dukealicious on Apr 12, 2016 19:45:47 GMT
hmm interesting if I uncheck "Disable Event After" the Retrigger Limits option shows up. I will test that. I am just worried I will be able to comeback to the location later and enemies will be able to spawn again. Thanks for your help.
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Post by DarkTonic Dev on Apr 12, 2016 19:51:25 GMT
Correct, they will be able to spawn again if you come back after.
It's possible that we need to make the "disable event after" checkbox still show that section for your case.
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Post by Dukealicious on Apr 12, 2016 20:04:35 GMT
I think it may be helpful for those doing large dungeons with enemies they want to stay dead. If you do add the functionality it would be appreciated. No rush on my account though. Setting the seconds up to something like 900 solves my particular case. I have a powerful enemy that spawns after 10 minutes of not finishing a floor and if after 15 minutes enemies start to respawn as well... well that just gives things more of a sense of urgency and that works too.
Thanks again.
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Post by DarkTonic Dev on Apr 13, 2016 1:20:21 GMT
Thanks, added to roadmap.
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