magique
Full Member
 
Posts: 194
Posts: 194
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Post by magique on Dec 27, 2017 18:22:34 GMT
I'm using the latest version and have a TriggredSpawnerV2 with a trigger set to Visible event. I noticed that my spawns weren't spawning so I started debugging. I have a renderer on the trigger and I verified that it's getting the event and going all the way through the code until it gets to the SpawnFromWaveMeta function. However, it's aborting the spawn with the very first "if" clause:
private void SpawnFromWaveMeta(TriggeredWaveMetaData wave, TriggeredSpawner.EventType eType) {
if (wave == null || SpawnerIsPaused) {
return;
}
I checked and the function is aborting due to wave == null. I had Time to Spawn All set to 0 so I decided to change this to 1 to see what would happen. This time I got a single enemy spawn, but it was supposed to spawn a minimum of 3. I verified that the Pool Boss has it set to create 20 initial clones of the enemy so that isn't the problem. Interesting is that if I look away from the trigger and back again then I see 3 enemy appear one by one in 3 positions, but only the last one remains visible. This happens every time I look away and look back. So this is acting very strange. Any ideas what could be wrong?
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Post by DarkTonic Dev on Dec 27, 2017 18:59:26 GMT
Sounds like you may have "recycle oldest" turned on for that item in Pool Boss and only 1 item max there?
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magique
Full Member
 
Posts: 194
Posts: 194
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Post by magique on Dec 27, 2017 19:11:58 GMT
Sounds like you may have "recycle oldest" turned on for that item in Pool Boss and only 1 item max there? Sure does sound like that, but that's not the case. I have recycle oldest, but I as I said I have Preload Qty set to 20. [EDIT] In fact, I just changed it to Instantiate More instead of recycle oldest and made sure it could instantiate up to 20. The behavior is identical.
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magique
Full Member
 
Posts: 194
Posts: 194
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Post by magique on Dec 27, 2017 19:17:19 GMT
I just figured out how to fix it. Very strange, but the Hit Points for the Killable defaulted to 1 and that's when the issue occurs. But by increasing the Hit Points to 50, it now works. I'm not sure how this could matter. Even at 1 hit point, it should remain alive. I'm integrating with an AI solution and am syncing the hit points to the AI, but I can't see how that's the issue but it must have something to do with it.
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Post by DarkTonic Dev on Dec 27, 2017 19:22:43 GMT
Did you create the wave in the Triggered Spawner V2 or use the button from the old Triggered Spawner script that copies things over? I used the button to migrate all our existing Example Scenes and they seem to work fine. Some have time to spawn of 0, some more.
I tried messing with the Triggered Spawner example scene and having a Fighter 2 spawn 10 bullets with 0 or 1 second to spawn all. Everything worked fine.
So far, I can't reproduce what you're seeing. You might want to send me something where it happens so I can check it out.
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magique
Full Member
 
Posts: 194
Posts: 194
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Post by magique on Dec 27, 2017 19:24:23 GMT
I created from scratch with new Triggered Spawner V2. It definitely seems to be something with my syncing hit points with the AI. As long as I set the hit points to greater than 1 then I'm fine so I won't worry about it anymore. Sorry to have bothered you.
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Post by DarkTonic Dev on Dec 27, 2017 19:25:05 GMT
I just figured out how to fix it. Very strange, but the Hit Points for the Killable defaulted to 1 and that's when the issue occurs. But by increasing the Hit Points to 50, it now works. I'm not sure how this could matter. Even at 1 hit point, it should remain alive. I'm integrating with an AI solution and am syncing the hit points to the AI, but I can't see how that's the issue but it must have something to do with it. Tried my example with 1 hit point but that doesn't make it break for me. You saying 1 HP for the enemy or for their projectile (20 of them)?
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Post by DarkTonic Dev on Dec 27, 2017 19:25:32 GMT
Ok must be some integration prob.
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