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    Spawned Object Illogic

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    • T
      Thecheater887
      last edited by Thecheater887

      I may just be a moron (most likely), but we direly need a "sandbox" to put Objects we want to spawn duplicates of.

      We can't destroy the original, or it won't spawn any more, and we can't leave the original, or it looks and acts funky.

      I've tried using the 'IsChild' system, but it changes the original, and the spawn.

      Either we need the sandbox, or a spawn behavior toggle labeled "Connected behaviors inherit spawned object".

      D iTap DevelopmentI KamdroidK 3 Replies Last reply Reply Quote 1
      • D
        Deeeds @Thecheater887
        last edited by

        @Thecheater887 Yes!

        A Class (with a capital C) in any other language.

        1 Reply Last reply Reply Quote 0
        • iTap DevelopmentI
          iTap Development @Thecheater887
          last edited by

          @Thecheater887 you can still spawn even if you deleted the original.

          D T 2 Replies Last reply Reply Quote 1
          • D
            Deeeds @iTap Development
            last edited by

            @iTap-Development WtF ??? !!!

            1 Reply Last reply Reply Quote 0
            • T
              Thecheater887 @iTap Development
              last edited by

              This post is deleted!
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              • KamdroidK
                Kamdroid @Thecheater887
                last edited by

                @Thecheater887 unnecessary as iTap Development pointed out, you can still spawn the original object even if it has been destroyed.

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                • iTap DevelopmentI
                  iTap Development
                  last edited by iTap Development

                  @Thecheater887 are you having the object destroy itself? That could be why you couldn’t spawn it. Because then all the spawns are going to destroy themselves, making it appear you couldn’t spawn it.

                  If so, destroy it from another object.

                  T 1 Reply Last reply Reply Quote 0
                  • T
                    Thecheater887 @iTap Development
                    last edited by

                    @iTap-Development the way the logic is formatted, to prevent loops, is when A collides with B, B dies. B is the spawned object.

                    The spawning workss now I see, but I still want a "disable parent" toggle, or a way to figure one out.

                    D iTap DevelopmentI 2 Replies Last reply Reply Quote 0
                    • D
                      Deeeds @Thecheater887
                      last edited by Deeeds

                      @Thecheater887 I haven't tried this yet, but apparently this is the case:

                      Modifying your parent in code, during gameTime, doesn't alter what it spits out when it's used as the cookie cutter for your spawned instances.

                      So, right after the game launches, you could, for example, set your parent to have a peculiar trait.

                      All your subsequent spawned instances won't have this trait.

                      So you can then search for the parent with a For Loop that finds that one weird one... and delete it. Maybe.

                      But I don't know that that gets around the lack of referencing. Either.

                      Conundrum. I'm confused.

                      1 Reply Last reply Reply Quote 0
                      • iTap DevelopmentI
                        iTap Development @Thecheater887
                        last edited by

                        @Thecheater887 @Deeeds to get rid of the original, just use a destroy object in a DIFFERENT object with the original selected for the behavior.

                        D 1 Reply Last reply Reply Quote 0
                        • D
                          Deeeds @iTap Development
                          last edited by

                          @iTap-Development I'm presuming he needs the spawning object for a while.

                          Imagine it's a castle. At some point he needs to destroy the burnt castle.

                          In which case he's going to need identify each castle. etc.

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