Receiving activation events from 'clones'
Posted: Tue Jul 05, 2011 1:46 pm
Back in 2007, someone asked:“Is it possible to receive an activation event from any clone of an actor, because when I just select the actor, it just turns into actor.0 (clone 0)?” The answer then was NO. Has that changed?
I just hit the same problem with groups of identical actors with the same parent (which the receiving actor seems to treat as clones). Activation events are sent to the receiving actor when each of the identical actors is in a collision that destroys it. But, the receiving actor only accepts the first activation event - after that it ignores events sent when the other identical actors are destroyed.
Anyone got a solution or work-around?
Thanks
I just hit the same problem with groups of identical actors with the same parent (which the receiving actor seems to treat as clones). Activation events are sent to the receiving actor when each of the identical actors is in a collision that destroys it. But, the receiving actor only accepts the first activation event - after that it ignores events sent when the other identical actors are destroyed.
Anyone got a solution or work-around?
Thanks