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Post by baroquedub on Jul 23, 2017 23:45:05 GMT
Changing over from GlobalWaves/SyncroSpawners to TriggeredSpawners and although I think I've more or less copied the same settings across, the wave is behaving very differently - the enemies keep being spawned up to the max, to the spawn limit, rather than acting as waves - spawning a random number between min and max, waiting until these are killed before spawning a new wave. (I have endless repeat on) Here's a comparison of the original syncroSpawner and the new TriggeredSpawner: drive.google.com/file/d/0B5ifRA6avbrFZWVSbHdfdDh1dEk/view?usp=sharingSo from what I can see the only difference between the two is the Wave Completion Percentage... is there something I'm missing? Sorry if this is a stupid question!
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Post by DarkTonic Dev on Jul 24, 2017 0:04:44 GMT
Triggered Spawners don't keep track of what they spawn. Once it's spawned, they don't know anything about it. Hence no "elimination" waves or % completed obviously. To track all that would be catastrophically bad for mobile games, it would use TONS of memory with a bunch of Triggered Spawners in the Scene and each one having about 35 different event types to track things for. I've thought about adding it before but I'm pretty sure it would be terrible.
The min/max thing still is supposed to work. Each wave should pick a number between min and max and spawn that many.
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Post by baroquedub on Jul 25, 2017 23:20:33 GMT
Ok. Thanks. I'll try tweaking the settings further. At the moment it just seems to me like the wait time before respawn isn't really happening, but it's no doubt one of my settings.
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Post by DarkTonic Dev on Jul 25, 2017 23:29:03 GMT
Ok, let me know if you don't figure it out. That definitely worked at one time.
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