Handling Multiple Actors (using clones)

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Re: Handling Multiple Actors (using clones)

Postby Zivouhr » Wed Jun 04, 2014 4:35 am

lcl wrote:Hi.

Zivouhr wrote:The only thing is, when my player walked up to the first treasure, with the other treasures hidden as hoped, after colliding with the treasure, the treasure remained in place, and didn't disappear or allow other treasures to appear.

Well, yes, I forgot to mention, that you should also disable the current treasure actor's VisibilityState. But the current code does allow the other treasures to appear for me, are you sure you checked that, or did you just assume that because the current treasure doesn't vanish, it doesn't make the other ones appear either? :)

Zivouhr wrote:Should I add a visibility code after the player's collision code that you wrote?

If you meant disabling the treasure actor's VisibilityState, as I mentioned above, yes you should.


The other treasures I anticipated would be invisible while the original treasure is visible, and then once that treasure is collected, the other treasures become visible one at a time in secret locations in the rest of the land, one by one. I imagine this code should work for that and will test it hopefully later tomorrow when I have more time. I'll give it another test, thanks!
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Re: Handling Multiple Actors (using clones)

Postby lcl » Wed Jun 04, 2014 12:13 pm

Okay, report back after you've given it another test.
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Re: Handling Multiple Actors (using clones)

Postby Zivouhr » Thu Jun 05, 2014 3:36 am

Got it! Works perfect, thanks LCL! You are a genius compared to a beginner like myself. 8)
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Re: Handling Multiple Actors (using clones)

Postby lcl » Thu Jun 05, 2014 5:40 am

Haha :D I'm glad it works now! :)
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