I am no friend of the wait object, because it makes event sheets harder to maintain. That's why I never use it. I just proposed it, because quite a few people here swear on it, and I didn't want to hide it ;)
Ahhh no worries, well thank you for pointing out all the options
without limitation :)
I'm not quite sure if I understand. PVs are unique to every instance, it is just a case of picking right. If I pick one instance and set 'timestamp' to timer, only 'timestamp' of that one instance is set. So, if you want to pick an instance at times, when it is not created, you can do so by picking based on oid or uid, or set an 'pid'-pv on creation.
For a situation, where one object would have to spawn a few instances delayed, there are objects like array or hash table, where you could store the timestamps, test against timer and clear/remove the cells, when creating the corresponding instance. Straightforward and easy to control :)
I know UID is uniqueID, however that includes all objects in the scene,
and it would be impossible to know which instance of the object you
wanted as well.
I like to use a private variable 'states' to differentiate them somewhat,
so when a creature enters the 'attacking' state it would change to the
attack animation, and spawn a weapon/ranged attack/effects on frame 3,
it would know to check for frame 3 of an enemy instance in the attacking
state, however how would I get the weapon/ranged attack/effect to spawn
at that enemy specifically. Because it wouldn't know which of the enemys
positions to spawn at.
I've tried with the enemy damage text, when an object is overlapping it
I have the text spawn at the enemy once by using 'trigger once',
however if there are multiple enemies, it will cause it to only create
a text at one of the enemies you are overlapping.
I've tried using the 'for each' event condition, but it causes one enemy
to have the text created once like it should, but the other enemies that
are overlapped continuously spawn the object while they are overlapped.
No matter what I do I can't seem to have events run while considering
only the individual object they are running at and it's parameters/location, etc.
I can't agree here. I use the 'timestamp' method in every project, sometimes on hundreds of sprites and instances. If you carefully prepare your project, you won't get into trouble. Instead, while using something like the wait object would really be a problem under such conditions, it is relatively easy to follow the logic behind the 'timestamp'-events.
What happens when you need to know that one area of an object you need
a timestamp for won't overlap another area. You just make multiple timestamps?
I see. Well, this is a situation, where you have to decide, which one is more important to be time-based.
You could, for example, constantly check the framerate (e.g. through getting the mean of 1/TimeDelta) while timescale = 1. Then, when reducing timescale, you'd calculate the proper timing for the text boxes based on that framerate, and alter them tick-based until timescale = 1 again.
Or you could leave timescale untouched and slow the world down by changing all the timebased values, including animation speed, etc. But that would mean a huge effort to make.
While reading over that, thanks to it I was inspired to another possible
I could have a global variable that's set to 1, and have every event
where I use multiply by that global variable, and then with the events
where I cause the timescale to for example be set to 0.2, I could set
that variable to 5, automatically causing the time for those events
to balance out. Would that be a good solution?
I recommend to download Verve!
, an example game that is completely time-based. There are a lot of the things realized that you are thinking of (For example, there's a commented volume fade over time, although timescale=0 at that time). I commented every single event, so it should be a good source of information.
Thanks for that recommendation, I've looked over it a bit and it's a
great example, I'll be sure to delve into it deeper before responding
again, and once again thanks so much for taking your time to help me like
this, I appreciate it so much! ^^sparkfeather2011-09-06 09:16:37