Saving To Tables
Fal01
Member Posts: 460
Hi all,
What is the best practice for saving attributes to a table?
I tried putting a 'save table' rule after each instance that I wanted to save but the results were different on different scenes.
So I put the save table rule in the round rules actor on every scene and it still doesn't work properly.
Where is the save table rule supposed to go?
Cheers
What is the best practice for saving attributes to a table?
I tried putting a 'save table' rule after each instance that I wanted to save but the results were different on different scenes.
So I put the save table rule in the round rules actor on every scene and it still doesn't work properly.
Where is the save table rule supposed to go?
Cheers
It’s not a bug – it’s an undocumented feature
Comments
for instance:
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I think my problem is that I am trying to save the action rather than the result of the action.
ie- I have some keys to collect, so (when keys pressed).- attribute (got van keys)=true
If I change a boolean table value to 'true' when I touch the van keys and save it, the saved table value doesn't affect anything else in the rules.
So I have made a workaround where the van keys have a self attribute integer 'touched',
so when you touch the van keys (self touched)=1
and an integer table value of 1, so when (self-touched)=(table cell value) do whatever.
So I have been saving the integer table value that affects the rest of the rule.
I f I could access the table directly from the rules it would be really easy.
Sorry if this is confusing. I'm sure there must be a better way of doing this.
Cheers
It’s not a bug – it’s an undocumented feature
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Are the nightly builds stable enough to build a pretty big complex game?
Also, if my Pro membership expires would I still be able to use the file in GSC?
If so it would be a Godsend!
It’s not a bug – it’s an undocumented feature
I feel nighty is more stable than .10.3
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Is there a benefit of using timers when writing to tables? I've currently got actors that has this type of simple structure:
Change Table1 Value
Save Table1
Change Table2 Value
Save Table2
Should I be concerned that my logic without timers in between these actions are likely to cause problems in my game?
It’s not a bug – it’s an undocumented feature
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