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How to properly utilize the Enemy Destruction Monitor in a mod?

110k hpgbproductions  5.3 years ago

It throws "true" at the start, automatically finishing the level even when enemies are loaded, which is no fun. Combat Challenges doesn't come with a source .unity file so I can't get such information.

Much of the scripting comes from Combat Challenges.

Edit: So I have EnemyDestructionMonitorScript.cs under Assets.Scripts.Levels.Common but there are also the reverse-engineered ProtectionMonitorScript.cs and ProtectionStrictMonitorScript.cs, so there may be a conflict. Have to test that (may need to give each script different variables). However, none of them should give "true" at the start anyway.