Any tricks to de-activate actor instead of destroying? For custom reset scene.
Hey, I'm trying to make a custom scene reset because I'm scared of loading times and I don't want my music to reset.
I think I should be able to handle the actor rotations and starting coordinates, and hopefully all this won't drain too much juice on the memory. But when it comes to objects that gets destroyed, it sound pretty hard to save theyr coordinates on a controller object, and then check if they're destroyed and if so create a new one, etc.
So I was wondering do you guys know any tricks of de-activating object? Maybe de-activating collision and making them invisible or something? Have you guys experienced this problem?
In my game there is a LOT of scene reset and I'm scared that the loadings will be a problem.
I think I should be able to handle the actor rotations and starting coordinates, and hopefully all this won't drain too much juice on the memory. But when it comes to objects that gets destroyed, it sound pretty hard to save theyr coordinates on a controller object, and then check if they're destroyed and if so create a new one, etc.
So I was wondering do you guys know any tricks of de-activating object? Maybe de-activating collision and making them invisible or something? Have you guys experienced this problem?
In my game there is a LOT of scene reset and I'm scared that the loadings will be a problem.
Comments
Put in all your rules for the actor when ActorName Alive is true do your rules.
When its false, it wont do any of those things.
Then when ActorName Alive is false, change opacity to 0 (self.color.alpha)
Enjoy
Matt
Only problem might be the other objects colliding with this one, but I guess I'll figure out a way.
I may have not understood you correctly though.
If the rules in the actor can affect other actors on-screen then you should follow what NextGenEntertainment/olster1 said and put those rules within another rule that's toggled on/off depending on if the actor is "spawned" or "destroyed".
- Jeff