|
Post by baroquedub on Jul 23, 2017 0:33:33 GMT
I'm confused about LevelSettings.PauseWave(). The API suggests this should only be affecting SyncroWaves, but I'm finding that all of my waves (even the ones started by a TriggeredSpawner) are stopped by this method.
Same happens with the Inspector buttons, so for example once all have gone into pause, clicking on the UnPause wave button in the inspector restarts all waves (syncro and TriggeredSpawners)
Has there been a change which the API docs don't reflect yet?
|
|
|
Post by DarkTonic Dev on Jul 23, 2017 19:15:52 GMT
No there hasn't been any change in years there. But Triggered Spawner just like Syncro Spawners have a dropdown just 1 or 2 above the Listener field in the Inspector that lets you control this labeled "Wave Pause Behavior". Default choice for both is "Disable". You can change that to "Behave As Normal" for the spawners that you want to ignore the pausing.
|
|
|
Post by baroquedub on Jul 23, 2017 21:37:55 GMT
Ah yes I noticed that setting, just wasn't expecting the LevelSettings.PauseWave() to affect those TriggeredSpawners.
I think I'll change everything over to TriggeredSpawners and let the StopWhenTriggerExit variable take care of turning things on and off.
Thanks, as always.
|
|
|
Post by DarkTonic Dev on Jul 23, 2017 21:44:44 GMT
Yeah, it's a pretty cool feature actually. And was quite easy to code.
|
|