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it could be broken. i stopped playing around with experimental branch when jessicochan recommended to not use it and instead wait for the features to be merged into the stable branch with the next update.

it looks like you are spawning at x y z which should theoretically work. have tried changing the third coordinate and see if it pops up anywhere?

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i have. doors indicated by xyz coordinates work fine, with 0 being the "base coordinate" like the leftmost for x being 0 as well. 

by the way, separate thanks for keeping the wiki up, it's helpful.

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sounds like it's broken.

have you tried placing your enemy in a jail cell and moving it to where you want it to go? i know in the current stable version, spawnat doesnt work with keys, hps, ammos, weapons, etc. but if you place them off your play area you can "fake spawn"

so if you place an enemy at an off tile and move it the specified number of units to where you want it to go, it should go there. there are 64 "units" in a tile.

so if you want your enemy to "fake spawn" at tile 20 21, and you have a "jail cell" off on the corner of your map where you hold the things you want to "fake spawn". let's say you have nothing in the top left corner of your map, so you place an enemy at tile 1 1

64 x 20 = 1280

64 x 21 = 1344

replace your spawnat script command with:

entity move 1 1 1280 1344

that should move the entity you placed in the jail cell at tile 1 1 to tile coordinate 20 21.

this is an inelegant solution, but it works. atleast i think it does ;)

maybe one of the other guys here who has more knowledge can give you a better solution or a better answer. i have used this method and it worked for me, atleast with hp and keys. it should work with enemies and decorations to, but i dont think i have tested it with those.


EDIT: since you are using experimental build, you would need a z coord added to that.....

entity move 1 1 0 1280 1344 0

maybe?

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that worked, actually, entities can be moved as a workaround indeed. also realized how KeshaFilms used the "light move" command with the same coordinate system, you can offset or "spawn"/"despawn" them too. thank you!

a bit unrelated, but is it possible to make triggers play sounds even after the player has been returned to the game with "map return"? currently having "map return" in a script makes played sounds cut out as the script finishes. are sounds in scripts broken, or is there different functionality for that? trying to make a one-time noise play when a player goes somewhere

re-read the manual... tl;dr, is it possible for a trigger to both run a script and play a sound outside of that script's run window?

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afaik sounds in scripts during map runtime aren't broken they just aren't a feature at all.

are you saying that you have a trigger run a script and it is playing a sound and it's working, just getting cut off?

if that is the case, try adding

timeout #

after the line executing the sound, and replace the # with the number of seconds that your sound is. this should theoretically halt the execution of the next line in the script the specified number of seconds, allowing the sound to finish playing.

to make a sound a play without a script at all, you can specify the sound instead of specifying a script file


yes, i'm trying to set it up so there is a sound played as the lights in the room get shut off (teleported away). only way i see to do it is through player timeout, but i'd rather do away with the sound than throw the game's pace off by stopping it

yeah i dont think there is a workaround to make exactly what you want to happen