magique
Full Member
Posts: 194
Posts: 194
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Post by magique on Dec 22, 2016 18:11:34 GMT
Is it possible to get a second wave to start while another wave is still spawning? I have a level where I want to spawn asteroids continuously throughout the entire level while waves of enemy ships attack. So, I put Wave 1 as a mixed pool of asteroids that spawns every so many seconds and subsequent waves to spawn various enemy ships. However, I can't get subsequent waves to start spawning while wave 1 is still active. If I have wave type as timed then the wave won't end until the time is up and if I set it to elimination then it won't end until all asteroids are destroyed. Either way the level won't continue to subsequent waves.
[EDIT] If I have other spawners in the same wave then they can overlap, but then the entire level has to be a single wave and that causes other complications.
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Post by DarkTonic Dev on Dec 22, 2016 20:52:03 GMT
Right, 2 ways:
1) Some spawners in the wave have a delay (set on the spawner) before their wave starts. Why does the entire level have to be a single wave? Not following your logic here.
2) Use Triggered Spawners as have as many as you like whenever you want. But then there's no concept of finishing a "wave" since they aren't timed or elimination waves when coming out of Triggered Spawners. Maybe you should use a Triggered Spawner for the asteroids...
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magique
Full Member
Posts: 194
Posts: 194
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Post by magique on Dec 25, 2016 21:26:21 GMT
Your answer for #1 makes no sense. I think you are confused about what I was saying. However, #2 sounds like a viable solution so I'll give that a try. Thanks for the information.
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Post by DarkTonic Dev on Dec 25, 2016 23:07:50 GMT
#1 I was saying that each spawner's wave settings have a "delay" field or whatever it's called, and that you can set each spawner to start at different times even within a single Global Wave.
But #2 is probably the way to go.
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