Solved Enemy boss who ignores 'group'

Question that is answered or resolved.

Toranks

Active member
Is there any way for a boss enemy to ignore the 'group' level command? My intention is that the boss stays for a long time during the stage, harassing the players, while the rest of the enemies appear at the rate that I choose with 'group' with variable numbers until the boss is killed.
 
Do you mean like Damnd calling for reinforcements by whistling?
Yes, for example.

When I set group with a boss, I cant change group number until the end of the file if do not kill the boss. I want to change group number as new enemies arrive, to increase their number

Code:
group 2 2
at 0

spawn boss
etc etc

spawn reinforcement
etc etc

group 4 4
at 0

spawn reinforcements
etc etc
 
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But this should be enough:
Code:
group 2 2
at 0

spawn boss
at 0

spawn enemy
at 0

group 3 3
at 0

spawn enemy
at 0

spawn enemy
at 0

group 4 4
at 0

spawn enemy
at 0

spawn enemy
at 0

spawn enemy
at 0

After first enemy is defeated, the group will allow second group to activate and thus allowing 2 more enemies to appear. After the next 2 enemies are defeated, group will allow the next group to activate and so on.
It's just as kimono suggested above :D .

BTW are creating waiting boss like in Renegade or Kunio arcade?
 
So simple?? I thought that the next 'group' did not start until the previous one had finished and all enemies killed, as always... Is this behavior exclusive to enemies with the 'boss' tag? Or maybe I misunderstood how 'group' works?
In any case, if it works like that, I'll do it and that's it. It saves me a ton of work and takes away the need to use the spawn script @Kratus show me in the other thread.

The enemy is simply a wrecking machine chasing the player while increasing rounds of motorcycles appear. My intention was for more players to appear extra rounds with a greater number of motorcycles, using 2pspawn and 3pspawn, avoiding the use of scripts.
I've been using this method so far, but always in separate groups, not with a common enemy between them (in this case, the boss)
 
Now I understand better how 'group' works together with 'wait'. Wait is responsible for not call more enemies until the present 'group' are all dead, so I only have to avoid 'wait' use where it is not needed. Until now, I always used them together thinking that this is how it should always be. Thanks @Bloodbane @kimono this has saved me a lot of work
 
Now I understand better how 'group' works together with 'wait'. Wait is responsible for not call more enemies until the present 'group' are all dead, so I only have to avoid 'wait' use where it is not needed. Until now, I always used them together thinking that this is how it should always be. Thanks @Bloodbane @kimono this has saved me a lot of work
Is it true? I rarely use wait with group but still next group only appears when the previous group is defeated

*Edit: tested, yes it is true
 
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Now I understand better how 'group' works together with 'wait'. Wait is responsible for not call more enemies until the present 'group' are all dead, so I only have to avoid 'wait' use where it is not needed. Until now, I always used them together thinking that this is how it should always be. Thanks @Bloodbane @kimono this has saved me a lot of work
@Toranks

The "wait" command will stop the screen scrolling until all enemies are killed, no matter if you declared a "group" command before or not. Here's a description from the manual.

wait
~This isn't part of an entity's spawn. It doesn't take any arguments either. It should be followed by an 'at', though.
~Screen scrolling will be stopped at {pos} in the 'at' command following the wait until all current enemies are killed.
~In direction up and down, background scrolling can be stopped also with 'wait' but there's no way to make it auto scroll again.

Now I understand better what you need. The scripts I have shown before are for specific spawns that avoid group numbers and when I want to apply different rules than regular enemies (like the Jet boss), or for levels that haven't "screen scrolling", like the survival mode.
 
@Toranks

The "wait" command will stop the screen scrolling until all enemies are killed, no matter if you declared a "group" command before or not. Here's a description from the manual.



Now I understand better what you need. The scripts I have shown before are for specific spawns that avoid group numbers and when I want to apply different rules than regular enemies (like the Jet boss), or for levels that haven't "screen scrolling", like the survival mode.
Yes, I actually still use the script in specific situations like that. But in most situations I won't need it, it's a relief. Thanks!
 
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