Explosion effect only affects the last actor spawned
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I'm spawning "runner" objects (my Actor) at one every 2 seconds. At random intervals I spawn a "bomb" actor that that blows up after a random number of seconds. The effect I want to happen is when the bomb blows up it will destroy any runner object within the blast radius. (I'm using the formula shared by t-shirtbooth in his tutorial). The problem I'm facing in testing is that the blast effect only affects the last actor spawned, any other actors are not affected by the blast even though they are within the blast radius. Any ideas as to why that might be, and how I might fix that issue?
Thanks,
Mark
Thanks,
Mark
Comments
Like "self.blast" is becoming TRUE or something ?
on runnerActor:
the rules that are initiated when game.boom =1 … should be first in that actor's list of rules/behaviors
on spawnActor:
Rule: when
Attribute: game.boom = 0
--Spawn
on bombActor:
behavior to changeAttribute game.boom To: 0
… must be above the Destroy behavior
===
to have the blast last a few seconds: instead of changeAttribute (as above)
Interpolate: game.boom To: 0
Duration: the seconds you want it to last
on bombActor boolean type attribute …exploded
Rule: when
Attribute: game.boom =1
--changeAttribute: self.exploded To: true
Rule: when (All)
Attribute: game.boom = 0
Attribute: self.exploded = 1
---Destroy this actor
@};- MH
hey mh i would like 2 use interpolate nd want the blast last a few seconds.
can u please let me know which is the TNT nd the actor that has to b destryoed in this... its really confusing
it would be very kind of u if u clear;y explain this once more. sry i am new 2 this.....
thank you
my name at gmail
@};- MH