Dreams PS4 Tutorial: Enemy spawn waves
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- Опубликовано: 8 фев 2025
- How to increase numbers of spawned enemies every round
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For the 0 part of the round variable you can have you cutscene and when timeline finishes it adds 1 to variable.. starting your game :)
Thanks for the clear and helpful explanation of this tricky subject.
Nice use of the signal manipulator to get a more random spawn time frequency.
Just wondering why you're using a cube. I feel like I should already know why, but I can't think atm.
Edit: So I just watched more of the tutorial. You used a cube so that you can animate it, for the spawn variety.
I gotta stop commenting until the video is done lol
It is much easier to know where something is spawning if you have a nice obvious cube rather than look for a small gadget which may not be placed where the spawn gizmo will put your objects. Also, Project Spark people will recognise the technique.
I know I am a bit late, but I have question
How do I change the enemy walking speed and stuff after i chose them to be emitted, if its even possible? And if not what should i do?
Thanks
If Ive understood correctly you want to alter the tweak menu of an emitted object. You will need to stop emitting it first. So go to the emit object selector and press triangle that will unattach your emitted object. You can now alter it, and re attach.
@@DreamswithLadylexUK Thank you so so much!!😁😁😁
Edit: when i press triangle the enemy disappeares, what should i do?
I know this came out a while ago but I see that when they spawn in, the gameplay thermo goes up and when they disappear the thermo goes down. When I do this, the thermo stays up when I set up the spawn like it’s already spawned but it’s not. How do I fix to make it like yours? I only want to spawn a max of 6 so it’s not going to be crazy on the thermo. Thanks.
The gameplay thermo is dependent on how many objects are active at any one time. I do not understand how your gameplay thermo is not reducing if they are destroyed (are they actually getting destroyed?).
@@DreamswithLadylexUK I place my object down so that raises it up. Then I set up my spawn and select the object that is to be spawned just like you did but after that, it stays there. It works just like yours but the thermo is still up after it is destroyed.
@@zennyfieldster4220 Ah, I think you have misunderstood. Emitted objects exist in the gameplay thermo whether they are emitted or not. So you will not reduce gameplay on that first emitted object only future emitted clones of that object.
@@DreamswithLadylexUK I knew it. Emitting things used to be a loophole for me back in little big planet for a few of my levels but it lagged for some people and even crashed on me a few times. It looks as MM got me on this one. I’ll have to limit my thermo use then a little more. Thanks.
my emitted objects won't use there logic and I don't understand why like I can work without it but my life would be so much easier if my logic would work on the object if it's emitted
If there are wires going into your microchips from other chips then you need to make sure you choose EMIT WITH WIRES. That might explain why your chips arent working.
@@DreamswithLadylexUK wait so it's a setting
ty so much i go check then
I'm trying to figure out how to make an object that was destroyed respawn if you die before reaching a checkpoint. This was as close as I could get. Any help would be appreciated!
Have the object emitted and use the same method that I used for the animation on this video
ruclips.net/video/xgx1ZotK-uM/видео.html
@@DreamswithLadylexUK You're amazing! Thank you so much
How do you make it so where you kill so many of them then it turns off
Use a variable that is added to when you make a kill, and when it gets to a certain number turn the microchip off.
Hey ladylexuk im having trouble with animating my puppet ' any tips?
What kind of trouble?
Turn off procedural Animation ....that does not work well with animations in some cases....
For cutscenes you can put a keyframe on your timeline, record the deactivated procedural animation and expand it through your whole cutscene and then animate it :)