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CS2D Maps/Editor Spawn NPCS ON TIMESpawn NPCS ON TIME
10 replies 1
1bonp has written
ONE WORLD : FAIL
No?
It is possible, but i don't know how to describe it.
1bonp has written
ONE WORLD : FAIL
what fail idiot
Legendary knight has written
How Make NPC SPAWN ON TIME?
How do you mean it?
1 Time:
trigger_use/trigger_move/trigger_start/...
Name:
Trigger: lolrofl
trigger_once
Name: lolrofl
Trigger: rofllol
NPC
Name: rofllol
Trigger:
> Method #1
- Make some NPC's called "npc" and say they aren't triggered on start.
- Make a trigger_use/trigger_move and make it trigger "start".
- Make a trigger_delay and call it "start", make it trigger "npc, start2".
- Make another trigger_delay and call it "start2", make it trigger "start". Give this trigger_delay a timer of (for example) 5 seconds.
This method makes the triggers "loop" around by triggering eachother each 5 seconds. It's easy, but you can't stop the NPC's from spawning, which is irritating. I've used this method in the Zombie Quest series I've made with Ninja_Assassin.
> Method #2
- Make some NPC's called "npc1", "npc2", etc.
- Make a trigger_move and make it trigger "start".
- Make some trigger_delay's and call them "start", make them trigger "zombies1", "zombies2", etc. All at other times like (for example) first at 5 seconds, second at 15 seconds, third at 30 seconds etc.
- Make as many trigger_once's as you've placed trigger_delays. Call them "zombies1", "zombies2", etc. They must trigger some "npc"'s, like "zombies1" triggers "npc1, npc3". "zombies2" triggers "npc1, npc2, npc3".
This is another, harder way. You've got to place many zombies/npc's, and call them other names. You could place groups of zombies called the same too. This allows "waves" of npc's to spawn. It's easy, but it might be harder if you don't know how long it takes for a player to kill a group of zombies, so he has too much time or gets attacked by a second group.
I would use the second one for normal fights, and the first for some boss fight at the end of the map.
Hope this helped!
Name: start
Trigger: delay
trigger_delay
Name: delay
Trigger: npc
npc
Name: npc
trigger: delay2
trigger_delay
Name delay2
Trigger: delay
Is that correct? I dont know it anymore..
Seekay has written
npc
Name: npc
trigger: delay2
Name: npc
trigger: delay2
NPC's can't trigger stuff in the editor, brah.
Alistaire has written
Well, there are several methods.
> Method #1
- Make some NPC's called "npc" and say they aren't triggered on start.
- Make a trigger_use/trigger_move and make it trigger "start".
- Make a trigger_delay and call it "start", make it trigger "npc, start2".
- Make another trigger_delay and call it "start2", make it trigger "start". Give this trigger_delay a timer of (for example) 5 seconds.
This method makes the triggers "loop" around by triggering eachother each 5 seconds. It's easy, but you can't stop the NPC's from spawning, which is irritating. I've used this method in the Zombie Quest series I've made with Ninja_Assassin.
> Method #2
- Make some NPC's called "npc1", "npc2", etc.
- Make a trigger_move and make it trigger "start".
- Make some trigger_delay's and call them "start", make them trigger "zombies1", "zombies2", etc. All at other times like (for example) first at 5 seconds, second at 15 seconds, third at 30 seconds etc.
- Make as many trigger_once's as you've placed trigger_delays. Call them "zombies1", "zombies2", etc. They must trigger some "npc"'s, like "zombies1" triggers "npc1, npc3". "zombies2" triggers "npc1, npc2, npc3".
This is another, harder way. You've got to place many zombies/npc's, and call them other names. You could place groups of zombies called the same too. This allows "waves" of npc's to spawn. It's easy, but it might be harder if you don't know how long it takes for a player to kill a group of zombies, so he has too much time or gets attacked by a second group.
I would use the second one for normal fights, and the first for some boss fight at the end of the map.
Hope this helped!
> Method #1
- Make some NPC's called "npc" and say they aren't triggered on start.
- Make a trigger_use/trigger_move and make it trigger "start".
- Make a trigger_delay and call it "start", make it trigger "npc, start2".
- Make another trigger_delay and call it "start2", make it trigger "start". Give this trigger_delay a timer of (for example) 5 seconds.
This method makes the triggers "loop" around by triggering eachother each 5 seconds. It's easy, but you can't stop the NPC's from spawning, which is irritating. I've used this method in the Zombie Quest series I've made with Ninja_Assassin.
> Method #2
- Make some NPC's called "npc1", "npc2", etc.
- Make a trigger_move and make it trigger "start".
- Make some trigger_delay's and call them "start", make them trigger "zombies1", "zombies2", etc. All at other times like (for example) first at 5 seconds, second at 15 seconds, third at 30 seconds etc.
- Make as many trigger_once's as you've placed trigger_delays. Call them "zombies1", "zombies2", etc. They must trigger some "npc"'s, like "zombies1" triggers "npc1, npc3". "zombies2" triggers "npc1, npc2, npc3".
This is another, harder way. You've got to place many zombies/npc's, and call them other names. You could place groups of zombies called the same too. This allows "waves" of npc's to spawn. It's easy, but it might be harder if you don't know how long it takes for a player to kill a group of zombies, so he has too much time or gets attacked by a second group.
I would use the second one for normal fights, and the first for some boss fight at the end of the map.
Hope this helped!
thank you for info
Alistaire has written
oh yea i forgot that.
well, you can forget my post
Legendary knight has written
thank you for info
Lol, I've made this tutorial last 10 minutes.
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