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Old October 10th, 2008, 11:38 PM   #5
sidusar
 
Join Date: Dec 2004
Posts: 1,331
Re: simple spawner question

Quote:
Originally Posted by unkala
The issue with that is that the respawn won't always happen one second after the corpse vanishes. It can be anywhere from 0 to 1 seconds, essentially at random, depending on when the NPC dies compared to the timer's beat. And it can be different every time. That's not bad, maybe not even noticeable, at 1 second, but if the OP wants a longer respawn delay, like 5 or 10 seconds, that randomness gets wider.
True, that's why it's only usuable for an instant-after-corpse-gone respawn, which is what the OP seemed to want here.

If you want a longer respawn delay, you'll have to use the dialog delay and let the scenery interaction deactivate the dialog.

Quote:
Originally Posted by unkala
Messy as in hard for the designer to keep track of what he's using for what, or messy as in the game doesn't reset them properly and they start running for the wrong durations, or running but never firing?
Messy as in the game doesn't handle them well. A non-cyclic timer is often just impossible to fire again after it's triggered once, while a cyclic timer is impossible to stop anymore once it's started. In the best-case scenario they end up running for the wrong duration.

A dialog, while not as accurate, responds much better to being started again and again.
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