Spawned Object Illogic
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@Thecheater887 Yes!
A Class (with a capital C) in any other language.
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@Thecheater887 you can still spawn even if you deleted the original.
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@iTap-Development WtF ??? !!!
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@Thecheater887 unnecessary as iTap Development pointed out, you can still spawn the original object even if it has been destroyed.
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@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.
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@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.
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@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.
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@Thecheater887 @Deeeds to get rid of the original, just use a destroy object in a DIFFERENT object with the original selected for the behavior.
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@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.