activation regions

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activation regions

Postby Fuzzy » Thu May 19, 2005 1:59 am

I cannot seem to get the activation regions to work properly.

I place down a sand tile, make it locked and infinite, place trees within the start view, wrap that in an activation region, place an activation region away from, but not touching the view, place trees within that region...

Then I test it, both by compiling and using game mode, but the trees in the second activation region never appear when i walk over to them.

It works if the second activation region intersects the view, but that kind of defeats the purpose, because it loads right from the start. It does not work if i overlap the two activation regions outside the view.

Am I missing some vital step here? Help please.
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Postby makslane » Fri May 20, 2005 12:28 pm

May be a bug. Can you send me this game?
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Postby Fuzzy » Wed May 25, 2005 2:44 am

I took some time and tested some ideas, and was able to simplify the problem. It seems it is not caused or effected by having infinite tiles, and is present even without infinite tiles.

I have emailled a small example to you.
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Postby ondy1985 » Wed May 25, 2005 6:49 pm

That's very interesting. I haven't ever meet this kind of problem in my copy of GE. Are you using up to date version? My activation regions seems to work all right. I create them offscreen an all actors within them are loaded just after their activation region intersects the view. Strange it is not working for you... :?
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Postby makslane » Wed May 25, 2005 7:11 pm

Is a bug when view has a parent.
Solved in 1.2.9 version
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Postby ondy1985 » Wed May 25, 2005 8:06 pm

makslane wrote:Is a bug when view has a parent.
Solved in 1.2.9 version


I see. I've alwayes set the view as a parent for game elements. I have never needed to have the view have a parent.
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