Can we transfer custom behavior to another file?

famekraftsfamekrafts Member, BASIC Posts: 834
edited October 2012 in Working with GS (Mac)
After 2 days of non stop work I created a behavior of coin spawning with Tables, different patterns of coins.

I took a backup of that file.

As I was making some changes today by mistake I deleted that whole behavior. the current file has been updated many times, and it will be impractical to revert to the old backup one.

can I transfer the behavior added to the custom behavior from old file to the new one?

Comments

  • gyroscopegyroscope I am here.Member, Sous Chef, PRO Posts: 6,598
    edited October 2012

    Hello @wickedsunny


    can I transfer the behavior added to the custom behavior from old file to the new one?

    No you can't – and be warned that by dragging a custom behaviour group out to another file seems to corrupt the first file.... I've only just noticed this .... we used to be able to do this so it's a bug (I'll report it soon in the Bugs/Feedback Forum)

    However, all is not lost, as they say: Select all of the behaviours in the actor's behaviours window, hold down alt and drag over to the edit window in your new file and you'll have an identical copy that way. (You can just drag the behaviours without holding alt if you like, but this will not copy them of course, just move them from one file to the other.) Hope that sorts it for you.

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

  • famekraftsfamekrafts Member, BASIC Posts: 834
    Thanks worked.
  • mataruamatarua Auckland, New ZealandMember Posts: 854
    @wickedsunny hi there, searching the forums for information on this. I have done my own spawning coins but just using behaviours from one coin and copying those behaviours over. I would be interested to see how your method works with tables.

    Do you still have to use a lot of spawn behaviours? Or can you spawn once from one actor and then use the table to do the work?

    What I am wondering is, what the benefit of the table? I can imagine that it's a central source of modification, that you would say be able to change the spacing of coins there and it would affect all instances of that across many scenes.

    There is however no way that I can see to easily spawn say 10 coins with a spacing and or position, like the replicate feature but spawning multiple times.

    Am I right to say that this just gives you database style flexibility of change from a central source?
  • famekraftsfamekrafts Member, BASIC Posts: 834
    edited November 2012
    This was old post, spawning is out of bounds now, as spawning and destroying crashes and lags gs. Simply position the number of coins you need out of the scene and call tHem when needed using interpolate and other behaviours, or use table to move. Table means that gs won't lag and there will be no loading time between scenes. With tables you can do everything in one scene.
  • mataruamatarua Auckland, New ZealandMember Posts: 854
    Are you making something like JetPack Joyride? Where it scrolls forever and has tonnes of coins? I am not, my scene size is not super large like an endless scroller it is confined to a set size and then the scene changes.

    I can understand if it is an endless runner that you need to interpolate a certain set of coins over and over again recycling them.

    But for a static scene, where there is say 50 coins maximum at one time and that's it, before changing scene, would spawning be ok you think?
  • famekraftsfamekrafts Member, BASIC Posts: 834
    no, if you are changing scene you do not need to spawn coins, just place them on the scene. or interpolate from side into scene or take them out of scene.
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