A Question about cloning objects
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Yes, but how do I get a value that decreases by 1 every time a clone spawns. That's what I'm trying to figure out
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@Evolution you could use a box container or an attribute.
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@Evolution you can use a main object that stores an attribute, then each time a new object spawns it gets the main attribute, subtracts 1, sets the attribute to that value, then moves to that z order.
Edit: like this:
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Thank you @Jack8680 ! I will try your method now.
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I tried your method, it didn't seem to work. What Attribute key and type am I supposed to use? Do I need to use two different objects? Once I added what you've done in the picture, the movements and cloning stopped working all together. Even after deleting all of what I had added, it still didn't work. So I had to reset up the entire thing. Do you know what I've done wrong?
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@Evolution the red object is a different object (can be anything, except the object you're spawning). The attribute can be anything as long as both behaviours use the same key. The brown object is the one you're spawning, and it contains those behaviours.
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@Evolution also, deleting what you added shouldn't leave the project broken. Did you leave something behind or accidentally delete/change something else?
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It's not working. I've tried other variables but they aren't working either. As for your question, I don't know why the object just broke, but now it is ok. Do you know anything else I could possibly try?
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(Easy but probably less efficient method) Have some label hiding off the screen, set the value to whatever you want the first object's z layer to be (really doesn't matter), when the object spawns, straight away make that object get that label, set its own z layer to what the label says, subtract the label value by one then set the label to that subtract.
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I wanted to type that by myself, but yeah, Aidan's method is working. You can use label or create an object with Z-Order Attribute.
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Ok, what I've figured out is both of your ideas work. But, with the cloning component, for some reason the cloned object is only ever the 'original' state of the very 'first' version of the object being cloned.
So if I'm cloning the object with z layer 1, then the z layer becomes -49. Nothing will change, it will still be a clone of z layer 1. Does anyone know how to fix this?
@Jack8680 @Aidan-Oxley @iTap-Development
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@Evolution , you can try to store the data about the latest clone and make the new clone change it's basic data to the latest clone's data. The data can be stored within several labels or within attributes of some other object that is not one of the clones. When you use spawn behaviors hyperPad spawns the object you selected in your scene, which is the first clone. So as I know you can't spawn the previous clone, but you can store it's data and set it on a new clone. By the way, won't you mind if I'll ask what are you doing with this? You are making a game about clones with that stuff?
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@Evolution I'm not sure what problem you're having, but from your first post I'm assuming you want something like this project (copy the link to safari and open in hyperPad):
http://bit.ly/2uE0KTv
I tried to describe this earlier, but the project is probably easier. -
@Andrey-Ghost I'm making a rather large game, the details will not be shared until its close to the first release.
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@Jack8680 your project was very helpful, and I thank you a lot. Although, even though I copied your project Exactly, it's still not working.
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@Jack8680 It's working! There is only one problem, whenever the object turns direction, it begins uhhhh, doing something odd, as if it keeps changing z layer again and again. But it doesn't always happen, only sometimes.