Actually, as I waited for the reply I came up with the workaround myself... aka the 'penalty box' thing.
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It needs a few tweaking... because there's a few problems with it. For starters, the 'press button' is active at the start of the game for some reason. Plus (as I'm using that Tower fort toy from the uh... "Set Pieces" list *if that's the right name) I need to tweek the 'field' area as I have the 'penalty box' set for inside the tower gate thing. Just How it's set up, if the player stops at just the right time, he can be trapped in there. Oh and the fact the bad guys can still hit him if he's close enough to the door.
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However,I still have 2 other problems, both of them have to do with keeping track of the enemies.
The first problem is that I'm using a 'counter' toy to keep track of the progress. The problem is, that I want the counter to stay 'showing' after the battle game over is achieved or at the VERY least have it display long enough for the player to see what they got. Problem is, yeah I don't know how to get the counter to display itself again outside of adding and subtracting a count during the 'end game' part. Problem is, you see it briefly during the 'victory' thing where the DI logo appears and spins... but it makes it hard to see the count. I would use a score board, but it seems only to be able to go to a set number... and the goal of the game is to defeat as many as you can without dying. Is there a way to shift the count into the 'score display' or something on the game starting thing? Or just to display it longer?
The other problem I have is that originally, I wanted to give different points for different bad guys. As of right now, I'm mainly using the Zurgbots and I'm using all 6 versions of them (aka 2 smalls, 2 mins, and 2 larges). Now, I originally had it set that the 'victory manager' will add a point for every bad guy killed. Then the individual Wave generators would give any additional points for the size. (As in, Smalls were worth 1 point thus no extra point. Mid was worth 2 points thus 1 extra point. And large was worth 3 points thus 2 extra points.). But I had a problem as I had the 'game marker' toy thing (I forget it's exact name but it's the one that you use to create a 'game') to defeat the waves of enemies when the game ended as well as turn off their loops so that a player could replay the game without having to restart the whole Toybox game. The problem is, it caused every one of those enemies defeated at the end of the game to 'clear the field' to be added towards the defeat total.
Now I did come up with a work around using a gate. Simply had the Game turn it on during normal game time and then turn it off before clearing the field. Problem is, it only worked for the 'single point'. meaning all of the 'extra points' for mid and large were counted. I can only guess it has to do with the 'timing' or what not. But outside a delayer, is there any other way to get it to work properly?
Also, I'm still a bit new to the toy.. But I did have to turn the game from 1 toy box where two can play fine or just 1... to 2 toy box games. One for single player (and the added challenge if you want to play 2 player but if one player dies it's game over, no matter who it is.) and one strictly for 2 player. I say it like that because the penalty box idea... well the way I have it set up, is that if a single player tries to play it... well he dies, he gets sent to the 'penalty box' is simply trapped there... Unless he let's the enemies take him out through the door. (which may take awhile depending on the difficulty
). I mention this because I know there's a 'active player' thing with one of the creative-toys. I think it was the 'player checker' or something? I forgot. Either way, I tried to google what it did and yeah, no luck. So would I be able to use that to see if there's 1 player playing versus 2?
Oh, and one last thing. Is there a place where I can find out how all the toy box toys work? Because the only one I found lists just DI 1.0 and 2.0.