ShipSpawner Blocker Idea

Started by FOXX, March 30, 2017, 10:02:53 AM

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FOXX

If you want to prevent a Ship being Spawned it [unlike a Doppel] gives a noise.
There is no way to PRPL out of this.
So, i was thinking in another way.

Is it possible to make a Script for setting a delay on ShipSpawners to 0 ?
If so, then you can set the delay on a ShipSpawner insanely high [Question -> how high can this Value be ??] and when an Emitter gets destroyed or an Amp gets Picked up then the delay will be set to 0 and the Ship can be Spawned.
The FPAF
For My Maps and Ships!
Including  CUSTOM MODULE MAPS & SHIPS

GoodMorning

We don't yet have access to that number. However, going off CW3 and Spore Towers, it will be a matter of setting it regularly to GetGameTimeFrames 10 add, repeating every nine frames. Constant adjustable. Stop changing it when ready to fire.
A narrative is a lightly-marked path to another reality.

FOXX

Ohh, i thought i had the idea to make this happen with no sound but seems we have to wait what the future brings.

Thanks GM
The FPAF
For My Maps and Ships!
Including  CUSTOM MODULE MAPS & SHIPS