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Thread: Creating x2

  1. #1
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    Creating x2

    Hi I want to do something very simple, but somehow, I can't, I already tryed this for hours.

    there's 1 alien on scree, when player destroys it, 2 alienas apears, then when these 2 gets destroyed, 4 aliens appears, and then 8, and so on.

    I can do this in half, I just cant explain to MMF2 that I want to respaw the aliens only when the new wave of aliens are dead, they keep spamming all the time, and cant wait for the others to be dead.

    Any help?

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    Re: Creating x2

    You could perhaps use the "Test for no "Active"-Objects in Zone-Condition to launch your every next Alien-Wave. It is found within your Active-Object-Conditions under: "Pick or Count".

    Greets

    jahkri

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    Re: Creating x2

    'pick or count' menu also has the option to compare to the total number of objects in the frame. So if you want to make sure that the alien wave is launched only when all the old aliens are defeated, just add a 'Number of Alien Objects = 0' condition in the event that initiates the wave.

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    Re: Creating x2

    Thanks both, I will try your way jahkri.

    But Hitman that won't work, because the next wave is always x2 aliens, and I set a number for that, and then they start to respawn.

    If I say anything like create when Alien=0, mmf2 will create just one alien because this number will become more than 0 before I have all the aliens I need for the next wave.

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    Re: Creating x2

    Hi !


    I have a little idea. Why don't you try to count your aliens with a counter. You start with 0. When you kill an alien, you add 2 to your counter. When the number of activ aliens is 0, then you create as aliens as your counter says.


    2310

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    Re: Creating x2

    Quote Originally Posted by EdibleWare
    But Hitman that won't work, because the next wave is always x2 aliens, and I set a number for that, and then they start to respawn.

    If I say anything like create when Alien=0, mmf2 will create just one alien because this number will become more than 0 before I have all the aliens I need for the next wave.
    You could control the spawning with global or alterable values. For example, when you want a wave to start, set a global value (you could name it 'WaveCount' for instance) to the total wave size number, and every time an alien is spawned, subtract 1 from that value. Add a 'WaveCount > 0' condition to the event that creates an alien. Now you'll get a new alien as long as the WaveCount hasn't reached counting down to 0.

    You could also try fastloops.

    Basically, instead of creating an alien, run a fastloop instead (special conditions->fast loops->run fastloop. Give the fastloop a name, like "CreateAlien", and set it to run the number of times you want new aliens.

    Then make another event, with 'on loop' condition (Special conditions->on loop), and specify "CreateAlien" as the loop. Add the action that creates an alien in that event.

    Now, when the wave event activates, it runs the "CreateAlien" fastloop event as many times as you set it to run.

  7. #7
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    Re: Creating x2

    Thanks a lot Hitman! the first idea worked =]

    However I had to work with two values, when aliens=0 and createalien=0 then I set the wave value to value createalien.

    And when I shoot an Alien, I add a value to wave value, automaticaly I get 2x spawn when there are no more alines =]

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    Re: Creating x2

    No problem. That'll definitely work too.

    Creating such on/off switches to just about anything is pretty easy with just a value or two. Flags do the trick too, maybe even better, since they're an on/off variable as they are, but since you can't rename flags, and there are no global flags available by default (I think), they're harder to keep track of in big projects without documenting everything.

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