Product Chat / Triggers

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nuncio
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Posted: 28th Feb 2015 16:36 Edited at: 28th Feb 2015 16:47
Hi! i have few questions about these trigger zones i couldn't find answers in the tutorials.

actually there are two problems i have:

in another thread i was told that it can save a lot of resources when the enemies ar not spawned from the start and they spawn when a waypoint is triggered. i already found out that in the properties of the enemy i can choose "spawn from beginning? no" that's ok but HOW do i trigger the spawning of this enemy?

the other problem is: when i have a game with two levels / maps an i finish the first one what do i need to do to make the player "beam" from the finished map to the next map?

i totally have no idea how to do this. i played around a little but it was not very successful.

greetings, mike
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Jerry Tremble
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Posted: 1st Mar 2015 01:14 Edited at: 1st Mar 2015 01:43
Quote: " HOW do i trigger the spawning of this enemy?"


To do that you need a script. (Spawn(e)) would probably do it. I haven't done it personally, so I can't tell you exactly, sorry! If nobody comes along and explains it here, try over on the script thread! Good luck!


Quote: "what do i need to do to make the player "beam" from the finished map to the next map? "


This one I can help with! Place a win zone at the point you want to "beam" to the next level. In the properties space of the win zone, there is a space called "if used". Type the name of your next map in there. Remember to have a start marker placed in the next map!


EDIT: I just tried it and something isn't working right. (It's been a few months at least since I've done this, so bear with me!)


EDIT #2: LOL, I forgot, you have to save as standalone before it will work! I knew it'd be something simple. BE FOREWARNED: Saving levels as standalone is a hit or miss experience at this time!!!! In fact I just tried it for a little test on multi level to figure out what I did wrong, and lost several entities in the process! Also, the winzone baked itself into the ground and became unselectable from that point on. This did not happen in beta 1.009, the last time I tried it. Good luck!

EDIT #3: You can also do this through scripting, but again, I can't help you there!
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nuncio
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Posted: 2nd Mar 2015 08:51
oh that sounds hard... but thanks for this, i will try this on my hate boat map.


how about these spawning enemies, anyone?
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Jerry Tremble
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Posted: 2nd Mar 2015 13:14
It's not hard, in fact, when it first became available it took me about 5 minutes to figure out. I actually took a little longer this time around, partly because of saving issues. It's much easier than scripting it, though.
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smallg
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Posted: 2nd Mar 2015 13:41
spawning is easy and you dont need a custom script, just select an entity on the map to spawn the hidden enemies with (a trigger zone is good because it has the correct script by default) then input inside it's 'ifused' field the 'name' of all the entities to spawn (exactly as found in their properties, note they all need to be the same) - now when you walk inside that zone it will spawn all the enemies
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synchromesh
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Posted: 2nd Mar 2015 14:07
@smallg

Tried that for the first time..... Thanks mate works great
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synchromesh
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Posted: 2nd Mar 2015 14:12 Edited at: 2nd Mar 2015 14:13
Quote: "EDIT #2: LOL, I forgot, you have to save as standalone before it will work!"


Just to add to jerry .... in test mode you do get an indication you have done it right....It wont do it but does show something like below..
I put the triggerzone around the barrel

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Jerry Tremble
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Posted: 3rd Mar 2015 00:35
Thanks, smallg! So simple! That's another trick up my sleeve, or tool in my kit, or whatever you want to call it, when I actually sit down and make a complete level! Which will be one of these days...

And thanks syncromesh for pointing that out. That's actually what made me remember to save as standalone when I was testing what I told him to do! LOL
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synchromesh
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Posted: 3rd Mar 2015 00:43 Edited at: 3rd Mar 2015 00:44
Hey Jerry

nuncio posted in another thread he still couldn't grasp the level jump so a made a crackin tutorial for him to understand within the thread

But I lost it .......and cant find it

If you do happen to come across it shout me a link will ya
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Jerry Tremble
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Posted: 3rd Mar 2015 01:56 Edited at: 3rd Mar 2015 02:42
Absolutely, syncromesh!

EDIT: I just browsed several threads (went back 3 pages) and I didn't see anything like that, but I assume Nuncio didn't start the thread? I didn't read them all, of course, but if I run across it, I'll let you know!
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nuncio
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Posted: 3rd Mar 2015 08:28 Edited at: 3rd Mar 2015 08:30
yes there was another thread about this, i think it's arghh i forgot where. i'll have to look for it.
thank you very much this looks like a lot of qualified help to complete my game! great, guys!


edit:
i think it was this one... (?)
https://forum.game-guru.com/thread/210821
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Pirate Myke
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Posted: 3rd Mar 2015 08:38
Community helping community. Thanks guys. : )
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synchromesh
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Posted: 3rd Mar 2015 09:58 Edited at: 12th Mar 2015 11:56

A quick step by step guide on jumping to a level and back ....

---------------------------------------------------------------------------------------------

Ok ...you need a clear head.......lets make a quick test one ...

Load GameGuru with a blank map ..... place your start marker..... place a blue barrel 20 odd foot in front of your start marker...... and then place a winzone in front of the barrel as the pic shows...



Next click on the winzone....select properties... ( it will zoom to 3D mode )
In the top left "If Used" box..... type ......level2.... and apply.

NOW SAVE THAT MAP AS ...level1

----------------------------------------------------------------------------------------------------------

Change the barrel to a red one .....
Next click on the winzone....select properties... ( it will zoom to 3D mode )
In the top left "If Used" box..... type ......level1.... and apply.

NOW SAVE THAT MAP AS ...level2
-----------------------------------------------------------------------------------------------------------

Ok that's done..

Now.... close GameGuru and restart so its all clean...

Load in level1...... Once loaded create Standalone ...... then go to your standalone and run it......
When you walk towards the blue barrel level2 will load .......
then
when you walk towards the red barrel level 1 will load .......

Basically that's it ....

Hope that helps ...and works for you
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nuncio
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Posted: 3rd Mar 2015 20:27
Quote: "spawning is easy and you dont need a custom script, just select an entity on the map to spawn the hidden enemies with (a trigger zone is good because it has the correct script by default) then input inside it's 'ifused' field the 'name' of all the entities to spawn (exactly as found in their properties, note they all need to be the same) - now when you walk inside that zone it will spawn all the enemies"

first of all i tried this and it worked! i will try this in my level now! thank you!

thanks for the tutorial i will need this very soon
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http://www.nuncio-rap.de (everything i do in my free time)
nuncio
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Posted: 5th Mar 2015 06:35
using a trigger to spawn the enemies worked after i did it. 30 enemies on 6 triggers, worked very well. i don't know what went wrong but this feature caused GG and FPSCR to crash all the time after further editing the map . couldn't find the reason. frustration was very high.
https://de-de.facebook.com/nunciogame (my point and click adventure)
http://www.nuncio-rap.de (everything i do in my free time)

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