Is "self.Tags" another non-changeable runtime attribute?
Ignis
Member Posts: 72
Still experimenting here in the early stages. FireMapleGames pointed out that physics attributes for an actor can't be changed in runtime. So, is "self.Tags" another attribute like this, not to be changed in runtime? I was really hoping to change the tag type of an actor after the execution of a rule, for the purpose of having it interact differently with other actors in the scene after that point.
For example, `"If Plant collides with actor of type PoisonPool, change self.Tags to 'poison'"`. Then, that plant would become a "poison plant", and other actors could sense if they had interacted or collided with a poison plant using the `"If (Actor) collides with actor of TAG "poison"`...
Related to my previous posts, doing a Destroy > Spawn isn't the ideal solution, for various reasons, but perhaps it's the only solution in this case?
Thanks as always for advice!
For example, `"If Plant collides with actor of type PoisonPool, change self.Tags to 'poison'"`. Then, that plant would become a "poison plant", and other actors could sense if they had interacted or collided with a poison plant using the `"If (Actor) collides with actor of TAG "poison"`...
Related to my previous posts, doing a Destroy > Spawn isn't the ideal solution, for various reasons, but perhaps it's the only solution in this case?
Thanks as always for advice!
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