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Obviously the heavier they are then the less they are likely to bounce on spawning - or is it the other way around? cant remember off hand.Īnyway you can load and unload any Characters enemies or not if you wish too. To control this you can play with the physics settings if you have a mind for a lot of work and testing. As they are dynamic things like this cannot be guaranteed to load in the same place each time they spawn which is OK for such items and makes the levels more interesting each time you play it as you never know quite exactly where an item might be. This is as opposed to loading things like barrels which if you want them dynamic so you can push them around - being dynamic tend to kind of bounce around a bit when they load (spawn) and you can sometinmes hear their sound before you get to see them as they spawn and fall into place. They fit and cover the walls of segments existing under them and are no more than detail shaped as I wanted it. Despite what you might think these work perfectly and load and unload into correct placement to build the tunneled area. I even did it so I could add things like an underground area where hundreds of entities were used to create a rock faced tunneled area and placed the entities on all four sides left, right, top and bottom. This I could do for all kinds of things as said. Thus in wireframe mode I was able to see many polygons some far away from the player being drawn that I could consider exhanging the objects segments that they were composed of and instead making entities for them and loading them and unloading them as and when they came into player view and were needed. The ploygon counts were simply and commpletely erratic.Īll thats thats simply an unecessary evil. Added to that FPSC had the habit of drawing (or calculating)large numbers of world object polygons that should not even exist as far as we mere mortals would logically think - for example if one was close to the world boundary looking towards nothing in the opposite direction to the main level build - even when close up facing a wall with nothing else in the camera view FPSC would still calculate massive numbers of Polygons in the view, or when for example one would look at the level in wireframe mode one could view that FPSC was drawing polygons around corners, in rooms far away with no direct line of sight and as said even parts of a level completly at the opposite side of a level to where the play was situated which in theory and logically FPSC should not be drawing.
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The original idea was to do this so that one could remove many of the unecessary polygons in a level that have nothing to do with the immediate visible scene in a situation where FPSC had the habit of drawing polygons of segments in particular which were completely at the opposite side of the level to where the player was. No point in them existing if they are not a necessity. Things like metal work, girders, staircases, barrels, crates and anything else one could conceivably move from being segments to entities especially in areas far away or out of sight of the player and only load them just before the player gets to see them. I was more concerned with loading and unloading many of the detail entities and such in a level. When I originally started doing it I said it was not designed in my instance specifically for enemies as that was the case.
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There is no reason why you cant spawn and re-spawn enemies. I want to do this to again max my fps in an outdoor level. What I would like to know is I would like to use the transparent ceiling for the first floor ceiling( so it would be between the player and second floor snipers.) Is there a way to make the transparent segments destroyable? So the player can fire once destroy that portion of the ceiling thus allowing an unobstructed shot at the 2nd floor enemy. I have snipers set up on second floor balconies and the like. I would like to avoid trigger zones to max my fps.Īlso I obught the transparent room from the TGC store, My "alley" map is obviously outside. Is there a way to spwan enemies when the player is within a certain distance? I have played around with the plrwithn distances for some snipers i have in an "alley" level. However in his tutorial he said that it wasn't really intended for characters.
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I was reading uman's thread about spawning entities on the fly. A few questions for those of you who know more than me about FPSC, which is probably everyone on here.