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Question by Dreadt9 · Dec 20, 2011 at 12:42 AM · errorspawnissue

Spawn Script Issue

I have made a spawn script and it has a few issues... Could someone please help me? The Problem is that it uses 'ActiveRecursively' because for my attack script I make it when an enemy has zero health it is not active. But when It starts more than 1 enemy starts and once they die and the next wave come they glitch out a bit when there health is zero.

Here is the Code: var enemy : GameObject; var enemy2 : GameObject; var enemy3 : GameObject; var enemy4 : GameObject; var enemy5 : GameObject; var enemy6 : GameObject; var enemy7 : GameObject; var enemy8 : GameObject; var enemy9 : GameObject; var enemy10 : GameObject; var enemy11 : GameObject; var enemy12 : GameObject; var enemy13 : GameObject; var enemy14 : GameObject; var enemy15 : GameObject; function Update(){ if (enemy.active == false){ Spawn(); } if (enemy2.active == false){ Spawn(); } if (enemy3.active == false){ Spawn(); } if (enemy4.active == false){ Spawn(); } if (enemy5.active == false){ Spawn(); } if (enemy.active == false){ Spawn(); } if (enemy.active == false){ Spawn(); } if (enemy6.active == false){ Spawn(); } if (enemy7.active == false){ Spawn(); } if (enemy8.active == false){ Spawn(); } if (enemy9.active == false){ Spawn(); } if (enemy10.active == false){ Spawn(); } if (enemy11.active == false){ Spawn(); } if (enemy12.active == false){ Spawn(); } if (enemy13.active == false){ Spawn(); } if (enemy14.active == false){ Spawn(); } if (enemy15.active == false){ Spawn(); } } function Spawn (){ if (enemy.active == false){ enemy2.SetActiveRecursively(true); } if (enemy2.active == false && enemy.active == false){ enemy3.SetActiveRecursively(true); } if (enemy3.active == false && enemy2.active == false){ enemy4.SetActiveRecursively(true); } if (enemy4.active == false && enemy3.active == false) { enemy5.SetActiveRecursively(true); } if (enemy5.active == false && enemy4.active == false){ enemy6.SetActiveRecursively(true); } if (enemy6.active == false && enemy5.active == false){ enemy7.SetActiveRecursively(true); } if (enemy7.active == false && enemy6.active == false){ enemy8.SetActiveRecursively(true); } if (enemy8.active == false){ enemy9.SetActiveRecursively(true); } if (enemy9.active == false){ enemy10.SetActiveRecursively(true); } if (enemy10.active == false) enemy11.SetActiveRecursively(true); if (enemy11.active == false){ enemy12.SetActiveRecursively(true); } if (enemy12.active == false){ enemy13.SetActiveRecursively(true); } if (enemy13.active == false){ enemy14.SetActiveRecursively(true); } if (enemy14.active == false){ enemy15.SetActiveRecursively(true); } }


               

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avatar image asafsitner · Dec 20, 2011 at 09:24 PM 1
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Arrays are your friends. Use them. I have no idea what you tried to do with the Spawn() function but it should look a lot more like this (c#):

 public GameObject[] Enemies; 
 
 void Update()
 {
     for (var i = 0; i < Enemies.Length; i++)
     {
         if(Enemies[i].active == false) Spawn(i);
     }
 }

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