Collision problems with actors created in Global code
Posted: Thu Sep 08, 2005 6:22 pm
Hi.
I have 1.3.0 version of GE. I have an enemy and in it's "Destroy Actor" event I call my KillEnemy() function defined in Global Code as
which should create the "explosion" actor just before the enemy actor is destroyed. The problem is, that the explosion seems to not respond to "Collision" events. When I create the explosion simply in the enemy's Destroy Actor event, it works. It doesn't work only when created from Global Code. But strange is, that sometimes the collision test works. I create e.g. 10 explosions and usually at least 1 responds to collision with player, but the others do not. Is it a 1.3.0 bug or what?
I have 1.3.0 version of GE. I have an enemy and in it's "Destroy Actor" event I call my KillEnemy() function defined in Global Code as
- Code: Select all
void KillEnemy()
{
CreateActor("explosion", "explosion1", "no parent", "no path", false);
}
which should create the "explosion" actor just before the enemy actor is destroyed. The problem is, that the explosion seems to not respond to "Collision" events. When I create the explosion simply in the enemy's Destroy Actor event, it works. It doesn't work only when created from Global Code. But strange is, that sometimes the collision test works. I create e.g. 10 explosions and usually at least 1 responds to collision with player, but the others do not. Is it a 1.3.0 bug or what?