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Author Topic: [Solved] Enemy Level Load  (Read 1937 times)

sebaslive

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    • Frame Tale Studios
[Solved] Enemy Level Load
« on: August 21, 2013, 02:10:07 AM »
Hi All, looking for tips on the best method to make enemies stay dead. When an enemy dies it will show an X over the head and you can go back to the menu and to this stage and it should stay the same. Enemy dead with the X with the remaining alive until further notice...



Any tips on this would be very helpful! Note: I used don't destroy on load but it just recreates new enemies where the old ones stood and left the dead ones on the floor. Thanks!
« Last Edit: August 21, 2013, 11:24:47 PM by sebaslive »
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dasbin

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Re: Enemy Level Load
« Reply #1 on: August 21, 2013, 03:18:52 PM »
You could register your enemies in an array which is set to DontDestroyOnLoad and have each enemy check the array on load to see if it is alive or dead. Have the array only instantiate itself if it doesn't already exist.

You store the data in an external file and check it on load.

You could store their living state in Player Prefs and check it on load.

sebaslive

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Re: Enemy Level Load
« Reply #2 on: August 21, 2013, 04:40:01 PM »
Cool, I was going to set it up using globals and having the game manager run a bool check but I will try out these methods. Thanks!
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


Follow me @sebasRez