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Cart #9739 | 2015-03-02 | Embed ▽ | No License
5

Minesweeper tribute. Short, has a difficulty progression.
If you have suggestions please share.

Update V3
Update include: couple of more rooms and level of difficulty tweaking .

Please feel free to re-mix

5


great idea!
There: I made a version with a randomized mob so you don't "decorate" the places where they are
you can set dificulty by edditing the modifier inside "sort"


level randomizer based on Kling's idea :)


Kling I have a question for you.
I have been trying to trigger a door by using monsters death event.
I have spawn monsters as an alias. Def_id doesn't work :(
Any suggestions?
Thank you.


you can use all : actor : monster : died or no : actor : monster : active

just make sure that the modifiers for the bombs and not bombs have the "count as a monter" thing unchecked and checked respectively


Sorry, I don't think I have explained well what I was doing.
Example is above. I am using a pickup with emitter to emit monsters, but I can't figure out
how to trigger anything on monsters death.

Thanks for helping out :)


well for that things are a little more complicated.
first thet emitter must count as a monster until all other monsters are emitted, then you put a modifier (whose id is triggered by the next proparty on the emitter) that disables the count as a monster
then the door must be triggered by a no-actor-monster-active microscript which is the only one usable in this situation.


Kling, Something like above?
It's actually a progress in a way. But I still have to kill the monsters emitting (monster) manually.
Also the only way I could figure out how to swap out monsters was with "parent time == " trigger.
There is no instance counter of any kind, right?

Can you please look it over and see if I missed anything :)
Thanks a bunch :)


yes! you may also trigger it with a diferent microsript by using modifier of the same group as the emitter that goes on forever (with the modifier of the count as a monster unchecked) to deactivate the emitter. but killing the emitter is also fine

the way of counting the number of instances that will be emitted is simple really:
total time the trigger is active/burst frequency delay * number of instances (if it is a spread or ring kind of emitter)

if the number of brusts is limited however you just have to multiply the number of instances with the number of bursts (unless, of course, if the total time of the trigger is not enough to trigger all of them)



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