------------------------------------------------------------- -- Deactivate spawner networks when kill switch is activated -- Updated 3/26 Darren McKinsey ------------------------------------------------------------- local spawnerNames = {"strombieA","strombieB","strombieC","strombieD","mechA","mechB","spiderA","spiderB","spiderC"} local timerTick = 0 function onStartup(self) --print("startup") end function onObjectActivated(self, msg) --print("object activated") -- self:ActivityTimerSet{ name = "ticks", duration = 10, updateInterval = 1 } GAMEOBJ:GetTimer():AddTimerWithCancel( .5 , "ticks", self ) end function onTimerDone(self, msg) --print("got update") if msg.name == "ticks" then --print("ticks") timerTick = timerTick + 1 local i = timerTick local spawnerName = spawnerNames[i] local spawner = LEVEL:GetSpawnerByName(spawnerName) if spawner then --print("got spawner") spawner:SpawnerDestroyObjects{bDieSilent = false} spawner:SpawnerDeactivate() end if timerTick <= #spawnerNames then GAMEOBJ:GetTimer():AddTimerWithCancel( 1 , "ticks", self ) end end end -- for i,spawnerName in ipairs (spawnerNames) do -- local spawner = LEVEL:GetSpawnerByName(spawnerName) -- if spawner then -- spawner:SpawnerDestroyObjects{bDieSilent = false} -- spawner:SpawnerDeactivate() -- end -- end