yeah, okDW_Ant wrote:I haven't finished reading, but I'll continue when I get back.[/color]
also collaborate on things like
1. if a proximity trigger with property TriggerOnlyOnce: False and Event: spawnmonsters001
will cause an AdvSpawner with TriggerType: Spawn All, and Tag: spawnmonsters001,
to spawn the monsters = Lives everytime that event (spawnmonsters001) completes (someone moves over the trigger) or once and once only and then the AdvSpawner becomes useless???
2. if I set the event above to two different triggers (2 proximity triggers with TriggerOnlyOnce: True)...... will AdvSpawner(TriggerType: Spawn All) work twice??
3. when an AdvSpawner becomes useless ( useless as in destroyed....no event cant ever reactivate it to spawn its monsters)?
and answer this for the 3 trigger types....
4. is an AdvSpawner disabled permanently only by using a scriptedtrigger to destroy that actor?
....in general terms, completing an event to activate the spawner for the first time is easy and straight-forward....
the thing is.....the state of a AdvSpawner after being used once, spawing the monsters within the spawner....
in what state it remains at that point? is it disabled/pending for the same event to be re-activated ?
is it destroyed/useless?
(for the GroupedTrigger and ToggleTrigger types its obviously in a pending state, awaiting for the event to activated for the 2nd time, then the 3rd etc....)
[offtopic]ps: the 30 razor flies example, can only be met, in wideeeee-open terrain maps like vindication, with rocks shaped by terrain-editor with bad slopes on the backside, not-accessible, bad colouring background/skybox, and height >4096units...and choosing bad spawnpoints...thats the only place you cant complete the FinishedEvent[/offtopic]
but its good to know that AdvSpawner Events->Event is completed when Spawner spawns all its Lives....
which means, if Lives < MaxMonstersAtOnce, then Event completes the moment the Spawner activates, right?
Critical Question 1 Reference all Events that complete in Monster Evolution by default (by default I mean not events that a trigger or objective is completing).....
e.g. I spotted in many maps the Event: MEBeginMap to start the moment the map starts, so it triggers all actors that have Tag: MEBeginMap
and yet, I cant find anything/anywhere, not even in scripts, scripted trigger a TRIGGER_EVENT "MEBeginMap"action....
so, is it a default event? are there other events ???? Critical Question 2 what happens with ressurection....
is it auto-triggered after every critical objective?
i mean, how does it work?
or I have to manually create that Event??? (e.g. Objective -> Events->Event :RessurectAllPlayersNow)
and then, how do I trigger it?
Do I use a PlayerSpawnManager with TeamNumber = 1 ? (TeamNumber = 0 is the starting player spawn)
do I have to Tag it here? Critical Question 3
i want to make a door to open (and stay open) after I kill a monster.
I did it with many different ways, half the times it work, other times it fcuks things up.....
how I did it.... Method1:
door-> mover with 2 keys (0 and 1)
Trigger_Toggle
Event->Tag: openthedoornow
and
AdvSpawner
TriggerType: Spawn All
Lives: 1
FinishedEvent: openthedoornow
Tag: spawnthedeadlybeast
and
a trigger to trigger my AdvSpawner
proximity trigger
InitiallyActive: True
TriggerOnlyOnce: True
Event: spawnthedeadlybeast
half the times it works flawlessly,the other half times, after I kill the monster and door opens, then after some point i see the door closing (and remain closed) without altering any properties (ps: no, the AdvSpawner spawns only 1 monster and I dont have the same Event anywhere else in the map)
Method2:
Instead linking directly FinishedEvent with mover....
I created a scriptedtrigger
WAITFOREVENT themonsterisdead
TRIGGEREVENT openthedoornow
where themonsterisdead is the FinishedEvent of the Spawner....
yet, some times door opens and stay open, other times, it closes after a few seconds.....
can you give me an insight?
i cant believe the mover can have any other state that fits better in a one-time unique event than Trigger_Toggle.
ps: its in a map I convert.....