Is "self.Tags" another non-changeable runtime attribute?

IgnisIgnis Member Posts: 72
edited November -1 in Working with GS (Mac)
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!

Comments

  • IgnisIgnis Member Posts: 72
    Wait everybody... scratch that... this SEEMS to work! Further testing will be necessary, but I believe I can change the "self.Tags" attribute upon collision, and then that actor becomes a whole new species, so to say. Earlier testing seemed to yield no results, so I didn't think this was possible, but now I think it is.

    More to follow... (or if somebody wants to add to this thread, please do)
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