Enemy Waves / Fall From Ceiling
Overview
Creator:
justin
Added: 24 Dec 2014
Tags:
Enemy,
FFC
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View Script |
Information
A couple of small scripts to be used together, or individually, or for something like the Enemy Waves script to expand upon.
Enemy Waves - spawns another wave of enemies after you've killed all the screen's original enemies
Fall From Ceiling - fake the "fall from ceiling" enemy spawn method
Enemy Waves - spawns another wave of enemies after you've killed all the screen's original enemies
Fall From Ceiling - fake the "fall from ceiling" enemy spawn method
Description Setup Reviews Comments
Enemy Waves
- spawns another wave of enemies after you've killed all the screen's original enemies
- current setup allows two waves of enemies of any amount.
- could easily add more waves
- need to add what happens when you've finished going through all the waves of enemies
- currently, each wave is set to spawn the same enemy type, could be modified.
- can choose whether the wave should spawn normally, or fall from ceiling.
Fall From Ceiling
- fake the "fall from ceiling" enemy spawn method
- enemies that are falling should have their spawn type set to "Instant"
- if not, their Puff or Flicker looks really weird
- if using, a different spawn type, there is a hack method to draw the enemy offscreen while it spawns, then drop it from the ceiling
- enemy needs to be created before being passed to this function.
ComboFIRange function
- a small little modification of the std.zh function, ComboFI.
- instead of just checking the combo for one flag, it'll search for a range of flags.
- specify the min and max flag values.
- used here to look for Enemy Placement Flags.
- spawns another wave of enemies after you've killed all the screen's original enemies
- current setup allows two waves of enemies of any amount.
- could easily add more waves
- need to add what happens when you've finished going through all the waves of enemies
- currently, each wave is set to spawn the same enemy type, could be modified.
- can choose whether the wave should spawn normally, or fall from ceiling.
Fall From Ceiling
- fake the "fall from ceiling" enemy spawn method
- enemies that are falling should have their spawn type set to "Instant"
- if not, their Puff or Flicker looks really weird
- if using, a different spawn type, there is a hack method to draw the enemy offscreen while it spawns, then drop it from the ceiling
- enemy needs to be created before being passed to this function.
ComboFIRange function
- a small little modification of the std.zh function, ComboFI.
- instead of just checking the combo for one flag, it'll search for a range of flags.
- specify the min and max flag values.
- used here to look for Enemy Placement Flags.


