Collision problems with actors created in Global code

Non-platform specific questions.

Collision problems with actors created in Global code

Postby ondy1985 » Thu Sep 08, 2005 6:20 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
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?
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ondy1985
 
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