multiple spawn same actor destroy problem
tollhousestudio
Member Posts: 166
hey guys,
I followed Tshirtbooth's tutorial to destroy single cloned actors.
But for some reason it isn't working for me.
I spawn 3 actors from 1 actor, destroy them individually just fine but when they respawn again, the destroy themselves immidiately, any ideas?
I followed Tshirtbooth's tutorial to destroy single cloned actors.
But for some reason it isn't working for me.
I spawn 3 actors from 1 actor, destroy them individually just fine but when they respawn again, the destroy themselves immidiately, any ideas?
Comments
I done exactly what tshirtbooth's tut said but seriously, they still destroy on spawn the second time around.?!
i have the same problem...in my game have one spawn...when destroy actor this actor automatically redestroy.... and the score increse! is a bug?
insert my exemple here:
http://gamesalad.com/game/play/29746
Pleasee helppppppp
thankssss
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http://gamesalad.com/forums/topic.php?id=874
Send and Receive Data using your own Server Tutorial! | Vote for A Long Way Home on Steam Greenlight! | Ten Years Left
I found this example:
http://gamesalad.com/game/play/24792
and this is the same error that I have...how can I solve?
please.... alternative..HELP ME
I have a game ready, I can not sell it .. for this bug
Helppp... alternative
http://gamesalad.com/game/play/29746
this way, it seems to work ..
What do you think?
HELPPPPP
create a custom attribute called alive on the actor, set it to 1
then create a rule
when touched set alive to 0
and when alive is 0 destroy
each actor should have it's own attribute called alive, so the rest should stay alive right?
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i insert this rule
when alive is 1 after 3 sec destroy
but i have this problem....pleaseee help mee thankss
i send you a mail
Thankss
An interesting and frustrating note however, is that if you double-click using this solution the same problem occurs. The spawning and destroying loop will occur again. I have yet to discover a good solution for this. I've tried creating another boolean attribute called "touchable" and setting it to false the instant the actor is pressed (using the touch is pressed command) and using touchable=true as a condition before running the code. Doesn't work however. A double-click will cause the bug again.
Anybody have any ideas? It seems a poor solution to just hope that the player wont touch the actor in rapid succession while he's playing, especially if you wanted an actor to be destroyed after MULTIPLE touches. Then a player would surely be "touching" quickly.
I haven't yet purchased a license so I haven't been able to test it, but is it possible that this wouldn't be so much of an issue on the actual ipod? I know the processor is a LOT less powerful than my computer so is it less likely that the code will get "ahead of itself" on the ipod/iphone? I'm working on an 8 core mac pro so I could see how the engine could be rushing through the code faster than it's supposed to. I don't know, just a thought. Is that possible?