Can you clarify what you mean? When mouse is over ACTOR A, spawn ACTOR B, and when the mouse is no longer over ACTOR A, destroy ACTOR A? Or destroy ACTOR B?
Assuming that's what you mean ACTOR B should be destroyed, a project is attached to demonstrate this. It shouldn't be too hard to adapt it if you meant ACTOR A.
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Can you clarify what you mean? When mouse is over ACTOR A, spawn ACTOR B, and when the mouse is no longer over ACTOR A, destroy ACTOR A? Or destroy ACTOR B?
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Assuming that's what you mean ACTOR B should be destroyed, a project is attached to demonstrate this. It shouldn't be too hard to adapt it if you meant ACTOR A.
Contact me for custom work - Expert GS developer with 15 years of GS experience - Skype: armelline.support
Everyone feels that way but we ask that you not bump a thread unless a considerable amount of time has passed (e.g. a day).
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ok thx it worked
Jarritos
ok