one actors actions indirectly effecting another
So I can see how rules can be defined to effect how various individuals specific objects work, but now i'm wondering how would one object "listen" to the conditions of another object.. for example..
Now I have the ability to reverse the gravity of an object when it triggers something, but now i want to inform another actor that this actor has met a certain condition and for these other objects to do the same gravity reverse but with some behavioral differences.
I guess something like a "global variable" that other actors can listen in on. So far as I can tell whenever I define an attribute, it can only be seen in that actors list of rules.
As always, thanks for your help in this matter!
Sincerely,
Caleb
Now I have the ability to reverse the gravity of an object when it triggers something, but now i want to inform another actor that this actor has met a certain condition and for these other objects to do the same gravity reverse but with some behavioral differences.
I guess something like a "global variable" that other actors can listen in on. So far as I can tell whenever I define an attribute, it can only be seen in that actors list of rules.
As always, thanks for your help in this matter!
Sincerely,
Caleb
Comments
Through the Current Scene you can get Layers/Actors/Properties.
You can use this to 'see' other actors properties or affect their properties rather than use global attributes.
Hope this helps
Cheers
Thanks first of all for taking the time to answer my question. I'm really excited to see this stuff work.
I'm not sure i understand where the "..." or "e" can be found or used in your explanation above. It must be something I haven't used before. I follow you right up to that "..." reference.
Beside the input fields are buttons that have "..." and "e". This is standard throughout GS.
Click these and then you can access the Current Scene/Layers/(named Layers)/Actors/Attributes
(sorry, Properties should be Attributes in my previous post)
Cheers
Now while I see this approach working for static objects placed on the stage, how might I approach it if objects are being spawned through script? Is it similar in approach? If they are not on the stage before runtime, is there a way to lump groups of spawned monsters?
Thanks!
Caleb