Multiple instances of same actor?
When using the same actor numerous times in the scene - are they all treated as the same actor by GS?
By this I mean, I have a scene in which my character collides with actor X, when I click on actor X (whilst my character is colliding) it then triggers my character jumping onto another instance of actor X where I want to be able to click again to trigger my character jumping elsewhere. However it seems that even if my character isn't on an instance of actor X (therefore no collision with that particular instance) but is on another instance of actor X, clicking on any of the instances still triggers the attribute.
So, do I need to create a new actor for every instance?
I hope that all makes sense! I was struggling to explain it! haha
Hope someone can answer this one. Cheers
By this I mean, I have a scene in which my character collides with actor X, when I click on actor X (whilst my character is colliding) it then triggers my character jumping onto another instance of actor X where I want to be able to click again to trigger my character jumping elsewhere. However it seems that even if my character isn't on an instance of actor X (therefore no collision with that particular instance) but is on another instance of actor X, clicking on any of the instances still triggers the attribute.
So, do I need to create a new actor for every instance?
I hope that all makes sense! I was struggling to explain it! haha
Hope someone can answer this one. Cheers
Comments
Maybe this information will help...
1 - individual actors have their own set of attributes. So self.hit-points for one actor can be independent from a copy of that actor.
2 - Tags can help manage collisions. That's how I usually manage collisions... like a tag for "Rocks" instead of just making collision detection for each kind of rock.
3 - Collisions between actors of the same type are treated the same. So... if you have "Red Rock"... all the same red rocks will bounce the same way.
If you want to create unique situations, then maybe creative uses of rules can create the effect you're going for. Example... if red rock is touched, then collide with blue rocks.