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Enemies Spawn Faster in time....

Archive: 9 posts


Hey basically i have 3 emitters which emit 3 diffrent enemies and they all have thier own timer and the timers are connected to a randomiser i want it so that the more you advance in the level ( timewise ) i want the enemies to be emitted faster. over time at the begging it emits 1 every 10 seconds after a fwew mintutes i want it to emit 1 every 5 seconds and so on and so forth...Any ideas ?? sorry im a noob2011-02-20 20:18:00

Author:
Joka232
Posts: 68


Noob to 25% noob talk here, you could add more emmiters and make them get activated over time. 2011-02-20 21:55:00

Author:
gdn001
Posts: 5891


Hmm true.....Thanks 2011-02-21 21:51:00

Author:
Joka232
Posts: 68


How do you want it triggered (the decrease in time)? Time; location in the level; score?
I have done such in one of my levels, where the enemies are emitted once every 18sec, and decreases over time to 1 every 10 sec.
It can be done by using a selector, whose outputs are connected to the different lengths for spawn time - use the cycle input for the selector, what triggers that is dependant on how you want to do it; and you will also want to make sure that the final time is fixed when activated via a form of permanence switch. I could go into more detail if you want on the method I used, though I'm sure that there may also be more efficient way to do it.
2011-02-22 05:20:00

Author:
Unknown User


yeah in my upcoming attack of the smileys level, i have it so that there are multiple emiters, and they re hooker up to a timer and all those in one tierof speed are hooked up to a randomiser. than i have the next tier of speed, but i set it so the randomiser only start (therefore the emiters only start) say 30 seconds after the player gets into the controllernator. u do this via a timer. then just make multiple tiers and link them so that they go of however many seconds after the previous tier2011-02-22 07:07:00

Author:
NinjaHotdog
Posts: 10


You could have 1 emitter for each enemy, have 1 sequencer per emmitter. Have each emitter set to speed scale. Have batteries increasing in DC output in each sequencer, all feeding into an OR gate (1 per sequencer) plugged into the appropriate emitter.

Now, for the input on each sequencer, you could have 1 very slow timer, this is you're 'difficulty increase over time' for the whole level. As the timer builds It increases the current 'possition' of each sequencer which in turn will be putting a gradually increasing output to the emitters via the batteries.

To get the emmiters to 'burst' rather than flow constantly while increasing over time, you could place each sequencer in a chip and have a seperate repeating timer (timer set to forwards/backwards > output into NOT gate > NOT gate into input of timer), with the output inputting into the 'on/off' input on the bottom of said chips, yet have the input to the sequencer (the difficulty timer) outside of any chips meant to be turned off.

That way the input will still increase linearly, but the output of each chip will only output in increments set on the timer input for the chips power. You could even set THIS to increase in scale over time.

Also, you can choose to use a score sensor as triggers for the increase in speed (diificulty) inputting into the sequencers... so on and so forth.
2011-02-22 10:29:00

Author:
Epicurean Dreamer
Posts: 224


You could have 1 emitter for each enemy, have 1 sequencer per emmitter. Have each emitter set to speed scale. Have batteries increasing in DC output in each sequencer, all feeding into an OR gate (1 per sequencer) plugged into the appropriate emitter.

Now, for the input on each sequencer, you could have 1 very slow timer, this is you're 'difficulty increase over time' for the whole level. As the timer builds It increases the current 'possition' of each sequencer which in turn will be putting a gradually increasing output to the emitters via the batteries.

To get the emmiters to 'burst' rather than flow constantly while increasing over time, you could place each sequencer in a chip and have a seperate repeating timer (timer set to forwards/backwards > output into NOT gate > NOT gate into input of timer), with the output inputting into the 'on/off' input on the bottom of said chips, yet have the input to the sequencer (the difficulty timer) outside of any chips meant to be turned off.

That way the input will still increase linearly, but the output of each chip will only output in increments set on the timer input for the chips power. You could even set THIS to increase in scale over time.

Also, you can choose to use a score sensor as triggers for the increase in speed (diificulty) inputting into the sequencers... so on and so forth.
Thanks you all, especially you for the many techniques , nuff luv bro!
2011-02-23 20:24:00

Author:
Joka232
Posts: 68


http://i.imgur.com/AcbVi.jpg

Use a 3-way selector, set in position 1. Tie the outputs to three timers : above is 20 seconds, middle is 10 seconds, below is 5 seconds. All timers are set to "Start/Stop", and their output resets them.
Tie the timers' output to a XOR gate, and the later's output to your emittor (set to emit on demand, not periodically).
The event that decreases the spawn time (I used a tag sensor) switches the selector to the next timer.

=>
Selector starts on position 1. The upper timer activates, emits after 20 seconds and resets itself, emitting again after 20 seconds, and so on.
Your chosen event that increases the spawn frequency switches the selector's output to position 2. The upper timer stops, and the middle timer starts. After 10 seconds, the emitter spawns the enemy, the timer resets itself, and so on.
Your chosen event that increases the spawn frequency switches the selector's output to position 3. The middle timer stops, and the lower timer starts. After 5 seconds, the emitter spawns the enemy, the timer resets itself, and so on.

Now, you can obsiously tweak this to use as many timers as you wish

As for the "faster in time" part of the problem : here is an exemple.
Game starts, enemies spawn every 20 seconds. After 2 minutes playing the level, enemies start spawning every 10 seconds instead. After 5 minutes playing the level, enemies start spawning every 5 seconds.

Method with a sequencer (not my favourite) : use my above method and put a sequencer where you want to. Set the sequencer's frame duration to 60 seconds. Inside the sequencer, put tag keys at the very beginning of frames 3 and 6 : the tag will activate once at 2'00 (switching the selector to the next timer), and once more at 5'00 (switching the selector to the next timer). Voil?.
Method with timers (I don't like sequencers much) : look at the picture above, you'll see that the selector has no inputs - except the "Next output" input which activates with the green tag. With this timing method, you will have to ignore the "Next" input. We are going to use 3 normal inputs. Use a tag sensor called "0m" that you will tie to the 1st input, a tag sensor called "2m" that you will tie to the 2nd input, and a tag sensor called "5m" that you will tie to the 3rd input. I repeat, the "Next" input situated below the gate is to be left empty (though it won't be used, so you can tie an elephant to it if you want). On another chip, build the following logic :

[Tag key "0m"]
[Timer set to 120s with autostart]-----[Tag key "2m"]
[Timer set to 300s with autostart]-----[Tag key "5m"]

This way, input 1 will be activated at the beginning thanks to the "0m" tag key (enabling the 20-second timer). Both 120s and 300s will start, and when the game reaches 2 minutes the 120s timer will activate the "2m" tag key, switching the selector to the 10-second timer. Finally, after 5 minutes, the 300s timer will activate the "5m" tag key, switching the selector to the 5-second timer.
I strongly suggest you don't blindly follow these instructions, and play the in-game tutorial about selectors
2011-02-23 21:20:00

Author:
Unknown User


http://i.imgur.com/AcbVi.jpg

Use a 3-way selector, set in position 1. Tie the outputs to three timers : above is 20 seconds, middle is 10 seconds, below is 5 seconds. All timers are set to "Start/Stop", and their output resets them.
Tie the timers' output to a XOR gate, and the later's output to your emittor (set to emit on demand, not periodically).
The event that decreases the spawn time (I used a tag sensor) switches the selector to the next timer.

=>
Selector starts on position 1. The upper timer activates, emits after 20 seconds and resets itself, emitting again after 20 seconds, and so on.
Your chosen event that increases the spawn frequency switches the selector's output to position 2. The upper timer stops, and the middle timer starts. After 10 seconds, the emitter spawns the enemy, the timer resets itself, and so on.
Your chosen event that increases the spawn frequency switches the selector's output to position 3. The middle timer stops, and the lower timer starts. After 5 seconds, the emitter spawns the enemy, the timer resets itself, and so on.

Now, you can obsiously tweak this to use as many timers as you wish

As for the "faster in time" part of the problem : here is an exemple.
Game starts, enemies spawn every 20 seconds. After 2 minutes playing the level, enemies start spawning every 10 seconds instead. After 5 minutes playing the level, enemies start spawning every 5 seconds.

Method with a sequencer (not my favourite) : use my above method and put a sequencer where you want to. Set the sequencer's frame duration to 60 seconds. Inside the sequencer, put tag keys at the very beginning of frames 3 and 6 : the tag will activate once at 2'00 (switching the selector to the next timer), and once more at 5'00 (switching the selector to the next timer). Voil?.
Method with timers (I don't like sequencers much) : look at the picture above, you'll see that the selector has no inputs - except the "Next output" input which activates with the green tag. With this timing method, you will have to ignore the "Next" input. We are going to use 3 normal inputs. Use a tag sensor called "0m" that you will tie to the 1st input, a tag sensor called "2m" that you will tie to the 2nd input, and a tag sensor called "5m" that you will tie to the 3rd input. I repeat, the "Next" input situated below the gate is to be left empty (though it won't be used, so you can tie an elephant to it if you want). On another chip, build the following logic :

[Tag key "0m"]
[Timer set to 120s with autostart]-----[Tag key "2m"]
[Timer set to 300s with autostart]-----[Tag key "5m"]

This way, input 1 will be activated at the beginning thanks to the "0m" tag key (enabling the 20-second timer). Both 120s and 300s will start, and when the game reaches 2 minutes the 120s timer will activate the "2m" tag key, switching the selector to the 10-second timer. Finally, after 5 minutes, the 300s timer will activate the "5m" tag key, switching the selector to the 5-second timer.
I strongly suggest you don't blindly follow these instructions, and play the in-game tutorial about selectors

DUDE! thanks for the pic it really helps the confusion , bare luv
2011-02-23 23:15:00

Author:
Joka232
Posts: 68


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