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Hello. Thanks for the reply & sorry for the delay in responding.

If you could implement additional functionality it would be helpful.

I use the chrono engine to spawn enemies.

I would like to make an enemy disappear when an event (enemy) is defeated or when a certain amount of time has elapsed after the event (enemy) has spawned.

The current specs assign the ID of the spawn event in the order in which they spawned.

Therefore. It is difficult when I want to unspawn a spawn event by specifying a specific event ID. Therefore, I wanted to use individual event names to unspawn events.

I do not have a problem with the same name being unspawned at the same time.

(I see no problem with the hassle of preparing multiple events with the same content but different names).

However, I also think it would be useful to have the ability to unspawn events in the order they are spawned, with the event names specified.

I have one more question,

In ChronoEngine, when a spawn event (enemy) is defeated, the spawn event (enemy) does not seem to be unspawned.

It seems that the event itself remains on the map without being unspawned even if the spawning event (enemy) is defeated.

1: In the "Ritter Ultimate Event Spawner", is it possible to erase an event and not be unspawned?

Is it only with the unspawn command that spawned events can be unspawned?

2: The chrono engine does not seem to process "event (enemy) defeated = event (enemy) erase".

I would like to add a self unspawner to the chrono engine side to handle when an enemy disappears, but is it possible to quote "Ritter Ultimate Event Spawner" as a separate plugin? (I'm a programming beginner, so I'll give up if it seems too difficult)

There may be some discrepancies in the machine-translated English. Thanks for reading.