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multiple spawn same actor destroy problem

tollhousestudiotollhousestudio Posts: 166Member
edited November -1 in Working with GS (Mac)
hey guys,

I followed Tshirtbooth's tutorial to destroy single cloned actors.
But for some reason it isn't working for me.

I spawn 3 actors from 1 actor, destroy them individually just fine but when they respawn again, the destroy themselves immidiately, any ideas?


  • ccbx4321ccbx4321 Posts: 43Member
    Hey, I'm having this same problem!
  • tollhousestudiotollhousestudio Posts: 166Member
    Ok can someone shed some light on this, I can't make any sense of it and it just doesn't make sense why its doing this.

    I done exactly what tshirtbooth's tut said but seriously, they still destroy on spawn the second time around.?!
  • venon_itvenon_it Posts: 594Member, PRO
    i have the same my game have one spawn...when destroy actor this actor automatically redestroy.... and the score increse! is a bug?

    insert my exemple here:

    Pleasee helppppppp

  • jonmulcahyjonmulcahy Posts: 10,384Member, Sous Chef, PRO
    I thought this was a discovered bug earlier, let me see if I can dig up the original thread
  • jonmulcahyjonmulcahy Posts: 10,384Member, Sous Chef, PRO
    this was the earlier thread, but it might be slightly different, but there are some example projects inside:
  • venon_itvenon_it Posts: 594Member, PRO
    ok , in this page:
    I found this example:

    and this is the same error that I can I solve?

    please.... alternative..HELP ME

    I have a game ready, I can not sell it .. for this bug

    Helppp... alternative
  • venon_itvenon_it Posts: 594Member, PRO
    ok i modify a " TSHIRTBOOTH DEMO "

    this way, it seems to work ..

    What do you think?
  • venon_itvenon_it Posts: 594Member, PRO
    nothing ... does not work ... if you click twice to actor ... the score begins to rise automatically!

  • jonmulcahyjonmulcahy Posts: 10,384Member, Sous Chef, PRO
    I have not looked at any methods above but try this:

    create a custom attribute called alive on the actor, set it to 1

    then create a rule

    when touched set alive to 0

    and when alive is 0 destroy

    each actor should have it's own attribute called alive, so the rest should stay alive right?
  • venon_itvenon_it Posts: 594Member, PRO
    This method is the same as my example, the problem is because I want after 3 seconds the actor is destroyed...

    i insert this rule
    when alive is 1 after 3 sec destroy

    but i have this problem....pleaseee help mee thankss
  • venon_itvenon_it Posts: 594Member, PRO
    hi tshirtbooth, thankssss

    i send you a mail

  • ccbx4321ccbx4321 Posts: 43Member
    I actually read up on a solution tshirtbooth wrote up earlier with his example code. Like I said, I have a similar problem, with my actors spawning and destroying instantly. In tshirtbooth's "code" he places a timer for .2 secs before destroying. It seems the delay is needed to keep the code running smoothly and not "jumping ahead" or "out of order". Creating some kind of infinite loop of spawn and destroy.

    An interesting and frustrating note however, is that if you double-click using this solution the same problem occurs. The spawning and destroying loop will occur again. I have yet to discover a good solution for this. I've tried creating another boolean attribute called "touchable" and setting it to false the instant the actor is pressed (using the touch is pressed command) and using touchable=true as a condition before running the code. Doesn't work however. A double-click will cause the bug again.

    Anybody have any ideas? It seems a poor solution to just hope that the player wont touch the actor in rapid succession while he's playing, especially if you wanted an actor to be destroyed after MULTIPLE touches. Then a player would surely be "touching" quickly.

    I haven't yet purchased a license so I haven't been able to test it, but is it possible that this wouldn't be so much of an issue on the actual ipod? I know the processor is a LOT less powerful than my computer so is it less likely that the code will get "ahead of itself" on the ipod/iphone? I'm working on an 8 core mac pro so I could see how the engine could be rushing through the code faster than it's supposed to. I don't know, just a thought. Is that possible?
  • ccbx4321ccbx4321 Posts: 43Member
    No input on this? Anybody?
  • ccbx4321ccbx4321 Posts: 43Member
    Can I get a dev in here at least to log this issue as a bug if there's no proper fix? I keep hoping there's some workaround but it seems no one has a solution. A double-click on a newly spawned actor creates the same problem over again, no matter what I try.
  • BeyondtheTechBeyondtheTech Posts: 809Member
    Wow, this is undoubtedly frustrating. The very first game I decide to write, I hit a wall with this Destroy bug. With something as obvious and critical as this, how are some developers able to release games that repeatedly spawn and destroy instances of actors?
This discussion has been closed.