Knuckle Cracker

Particle Fleet => Map Makers, Ship Builders, and Coders => Topic started by: GameGlitch on November 23, 2016, 09:07:00 AM

Title: Creating Enemy Ships With Time Delay
Post by: GameGlitch on November 23, 2016, 09:07:00 AM
Heya all, I'm looking to spawn in enemy ships with a timed delay. The idea is that they appear at a certain point in a mission, but once they are destroyed, they don't respawn. It would be handy if a conversation could start as well. Might I ask what the script for this would like like? A template, if you will. I'll probably use one script per ship, so I would just copy the script and change the relevant information.
Title: Re: Creating Enemy Ships With Time Delay
Post by: GoodMorning on November 23, 2016, 03:26:12 PM
Invisible ship spawner, initial delay to create a ship, arbitrarily large delay before replacing it.
Title: Re: Creating Enemy Ships With Time Delay
Post by: GameGlitch on November 23, 2016, 05:59:08 PM
Wow. I feel dumb now. XD
Title: Re: Creating Enemy Ships With Time Delay
Post by: Relli on November 24, 2016, 09:08:55 AM
Off the top of my head and without fully understanding PRPL, I'd guess that you could set a ship's spawner to explode once the ship was destroyed. If you had a way of reading whether the ship had been destroyed. Then if you made it invisible like GoodMorning said, it would look like a single ship with no spawner that never comes back after defeated. It's funny...this was something I wanted to use in my own game, if I ever try making it. So it's nice to hear how people answer it. Incidentally, if there is no command that allows you to tell if a non-player ship has been destroyed, I request it, as that would feature prominently in my map series.
Title: Re: Creating Enemy Ships With Time Delay
Post by: Oblivion on November 27, 2016, 08:46:31 PM
You could simply get the ships ID immediately after creating it and test whether or not it has been destroyed or created.