Changing min & max number of an enemies group according to the number of players

16-bit Fighter

Active member
If I'm not wrong, there is no native way to change the minimum and maximum number of enemies in a level group according to the number of players. Thus I have two questions about it:

1) How to do it with script?

2) Why there is no native way? Is it actually a bad idea to have more enemies in screen when there are more than one player?
 
The group property is accessible through getevelpropery.

Group is old as BOR. I'd imagine it's never changed for a combination of reasons:

First, you can already get nearly same effect using native 2pspawn 3pspawn, etc. in a group, and go even further by having them spawn enemies too.

Second, anyone wanting precise control of enemies on screen according to player number most likely wanted other logic too, and at that point it only makes sense to use scripting.

DC


 
Thanks for your answer DC!

Damon Caskey said:
The group property is accessible through getevelpropery.
I don't see a group property in the manual. I also must say I really don't know much about scripting level.

Damon Caskey said:
First, you can already get nearly same effect using native 2pspawn 3pspawn, etc. in a group, and go even further by having them spawn enemies too.
The xpspawn enemies spawning enemies? I didn't think about it at all!
 
16-bit Fighter said:
Thanks for your answer DC!

Np.  :)

I don't see a group property in the manual. I also must say I really don't know much about scripting level.

That's because there isn't one. I just checked the code and was looks like I was mistaken earlier about group being accessible. Technically there's no "group" property at all. It's a pair of integer values attached to each spawn set. In any case, it's really kind of immaterial. Scripting group sets is done by using script itself to do the spawn work. Bloodbane does this a lot and can point you to some examples.

The xpspawn enemies spawning enemies? I didn't think about it at all!

Yep. You can spawn entities with the old school projectile commands, or use spawn/summon. From there you can keep it going in a daisy chain. I really advise against it though. We did that kind of stuff back in the day because script didn't exist and we didn't have another choice. Now those those sorts of ugly workarounds are equivalent to spending a dollar to save a dime.

DC
 
Damon Caskey said:
That's because there isn't one. I just checked the code and was looks like I was mistaken earlier about group being accessible. Technically there's no "group" property at all. It's a pair of integer values attached to each spawn set. In any case, it's really kind of immaterial. Scripting group sets is done by using script itself to do the spawn work. Bloodbane does this a lot and can point you to some examples.
It would be welcome since the other solution is good but not ideal.
 
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