Essentials Series/Duplicatotron Tutorial: Difference between revisions
Essentials Series/Duplicatotron Tutorial (view source)
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First of all, you must [[../Tikis and Enemies/#Importing HIPs|import the HIP file]] of the Duplicatotron to your stage's HOP. This is only needed if the stage didn't previously have a Duplicatotron. You also have to import the HIPs of all enemies you want to appear in the level.
After that, place a Duplicatotron [[../Asset Templates/|template]] in the HIP's Default layer. The template will place a Duplicatotron [[VIL]], which is the machine itself that you can move and rotate, a Group ([[GRUP]]) which will be our robots/move points group, and a [[
Now, you should place the enemies which you want to spawn from the duplicatotron. Each enemy you place can only have one instance of itself active. For example, if you place one Fodder and one Ham-mer, no more than one Fodder and one Ham-mer will be spawned from the Duplicatotron at a time, it will only create another Fodder when the first one is killed, for example (it is technically the same Fodder that was killed).
When placing the enemy templates, the first thing you should
After the enemies were placed, you must use the '''
If you want a specific enemy VIL to always spawn at the same
With all VILs and new
There is one more thing you need to do: add one (or more) '''
If you test ingame now, the Duplicatotron should work correctly and immediately. If you don't want the Duplicatotron to be active immediately as the level starts, add the [[../Links/|link]] ScenePrepare => Duplotron_Pause to the Duplicatotron's VIL, with the target asset as itself. When you want it active (when entering a [[../Triggers/|trigger]] for example, use the Duplotron_Resume event with the VIL as the target.
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=== Settings ===
The Duplicatotron Settings is a
*'''DuploWaveMode''': if set to Continuous, the Duplicatotron will continuously respawn the enemies as you destroy them. If set to Discreet, it will only start respawing the enemies after all of them were destroyed.
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* '''Duplotron_Resume''': send this to a Duplicatotron to resume it.
* '''Duplotron_WaveBegin''': the Duplicatotron VIL receives this event when it starts spawning a new wave of enemies.
* '''Duplotron_WaveComplete''': fired when all enemies in a Duplicatotron's wave are destroyed (when WaveMode is Discreet), or all enemies + Duplicatotron are destroyed otherwise
* '''Duplotron_NPCBorn''': fired when one of the enemies is created.
* '''Duplotron_NPCKilled''': fired when one of the enemies is killed.
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* '''Duplotron_DuperIsDoner''': fired when all enemies specified in a Duplicatotron's events are killed.
* '''Duplotron_KillKids''': send this to the Duplicatotron to kill all enemies it has spawned.
* '''Connect_IOwnYou''': the Duplicatotron should send this to a [[GRUP]] containing
* '''SetUpdateDistance''': much like [[../Platforms/#SetUpdateDistance|platforms]], Duplicatotrons stop working when you are at a distance from them. This can be unwanted if the move point where an enemy should spawn is very far away from the Duplicatotron itself (they can work from any distance). Send the SetUpdateDistance event to the Duplicatotron (this is usually done on ScenePrepare => SetUpdateDistance in the Duplicatotron's own links) to set a new update distance, which should be in the first argument. This is commonly left as 0, which will make the update distance infinite.
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