Need Help- self.attribute to game.attribute without getting changed

ForcingForcing Member Posts: 93
edited November -1 in Working with GS (Mac)
Hello Community i need REALLY help,

i want to make a game.attribute (only one attribute) called "Name" for some actors (i think 150 actors)
the attribute "Name" will only used one time for any actor.

my problem is: -example

i want to give every actors a self.attribute called "name" and i want to make them,

- when game.attribute "Catched" is true, change self.attribute from used actor atrrribute "name" to "Name".

it works well, but i want to make the actor save his name forever, but when the game.attribute "Name" is gonna changed his name will change too and i don´t want it´getting changed.

so is it possible to save their names without being changet in game?

Comments

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Hi, I think I get what you're after; unfortunately, by the sound of it, you'll need 150 game attributes as well as 150 self attributes. Hopefully someone else will tell me i'm wrong to save you a lot of work...

    Could you give a bit more information about what you are trying to achieve by the name changes via attributes? And are your attributes in your example Text attributes?

    ----------------------------------------------
    http://davidgriffinapps.co.uk/

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • ForcingForcing Member Posts: 93
    thanks for answering me @gyroscope.

    i know this method wih for every actor one attribute already, but my problem is, i want to make only one attribute not 150 for all actors (150) together.

    i am working on a clone of pokemon and i want to make a attribute to rename actors (pokemons) with only one game.attribute called Name. the actors (pokemons) have got a self.attribute called name and when the pokemons get catched a empty actor will get spawned and renames his self.attribute called name to the game.attribute called Name and it needs to save his name from the game.attribute and can´t get renamed when the game.attribute Name will get changed.

    hopefully you understand what i mean.
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Forcing said:

    ....hopefully you understand what i mean.

    I think so! My head is swimming with Name and name .... ;-)

    See if I've got this right: I'm assuming your game attribute called Name is a text attribute. Let's say it's value is "George".

    So when one of your Pokemon actors get's caught, let's say in its self.attribute it has a text value of "Peter", you want "Peter" to become "George". and say another caught Pokemon with the name attribute of "Henry" to become "George", etc. Is that right?

    One other thing: I'm not quite understanding why you need to spawn an empty actor to rename self.attributes. wouldn't this be a bit "slicker" to use a boolean? So when a pokemon get's caught it's made true, and when true then rename? Not that important, if your system works OK for you, but just a thought...

    ----------------------------------------------
    http://davidgriffinapps.co.uk/

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

  • ForcingForcing Member Posts: 93
    thanks again for answering, and no this wasn´t my question, too :D

    but i found another way how to make that, now my new question is:

    - how can i save spawned actor and his attributes at a scene?
    (the spawned actor is a pokemon and will be spawned, when you catch him.)

    it´s really important to save the spawned actor in scene and not to spawn it a second time.
    because every spawned actor have it´s own skills like his level or his HP, ....
  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    Forcing said:
    thanks again for answering, and no this wasn´t my question, too :D

    but i found another way how to make that...

    Ok; glad you sorted it anyhow.
    Forcing said:
    ...now my new question is:

    - how can i save spawned actor and his attributes at a scene?
    (the spawned actor is a pokemon and will be spawned, when you catch him.)

    it´s really important to save the spawned actor in scene and not to spawn it a second time.
    because every spawned actor have it´s own skills like his level or his HP, ....

    If each prototype actor has its own skills as a set of attributes, and each actor - when on screen - can "inherit" the attributes of the actor it "catches" (collides with?) you've got a lot of work on your hands; I could suggest how that would work but it'd be quite long-winded; not sure if you'd be prepared for the amount of rules/attributes you'd need, if any actor can catch any other actor.

    Sorry I can't help more with a simpler solution; maybe someone else can...

    ----------------------------------------------
    http://davidgriffinapps.co.uk/

    ""You are in a maze of twisty passages, all alike." - Zork        temp domain http://spidergriffin.wix.com/alphaghostapps

Sign In or Register to comment.