Created in third day of Bad Grund meeting. Was to be a standard test level. Was to be.
Yeah, this it the same place the spike shockwave was tested in. I had too much time and I wanted to make a level with 400 shatters to destroy. Suddenly, I reminded myself of a FLIPEFFECT: Statics.Explode.
It appears there is a limit of 16 explosions per single triggergroup. Adding more crashes the game. The limit of 16 attributes is much lower for this flipeffect than for most of other flipeffects (in case of which, it's at about 83 attributes).
Anyway, I demanded to solve the problem. It appeared I can use several triggergroups and connect them with a single Organizer with NO DELAY:
Organizer=1, FO_TICK_TIME, IGNORE, 100, 1, 0, 2, 0, 3, 0, 4, 0, 5... and so on.
First "1" means the organizer ID.
"FO_TICK_TIME" means countting time in frames, NOT in seconds.
"IGNORE" means there's no parameter.
"100" is number of frames the game engine waits before triggering the first TriggerGroup.
Second "1" is the number of this group.
Next "0" (and other following zeros) mean there is no delayment between next TriggerGroups...
"2, 3, 4, 5, ..." - these are those mentioned triggergroups, separated by timing zeros.
I hope everything is clear.
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