Page 1 of 1

Event actor question

PostPosted: Sat Dec 09, 2006 10:35 pm
by Troodon
Hi,
I have a monster actor that dies when 8 main actors attacks it. I made it with a variable called "defenssi" and when defenssi goes under 1, the monster gets killed. However this kills all the monsters of the game. Is there a way to count for each monster their defenssi value? :? Please answer as quick as possibly.
Thanks

PostPosted: Sat Dec 09, 2006 11:21 pm
by Oman
no sorry. Not that i know of.

u could make them seperate actors
that would be a lot of work

i hope there is something im overlooking
i also think this would be a good idea in the future

PostPosted: Sun Dec 10, 2006 2:51 am
by makslane
The defenssi variable must be a Actor variable, not a global variable.
To destroy the moster, use:

Code: Select all
DestroyActor("Event Actor");

PostPosted: Sun Dec 10, 2006 3:13 pm
by Troodon
Actor variable! I think it's exactly what I need! :shock: How can I make one?

PostPosted: Sun Dec 10, 2006 3:15 pm
by Hedfone
just change the variable type from Global to Actor Variable in the drop down box.
(you might have to remake the variable, though cause I dont think VarType can be edited...)

PostPosted: Sun Dec 10, 2006 3:19 pm
by Troodon
:oops: :oops: :oops: Ooops, how many times I saw that without seing it! :wink: Thanks!

(once I tried to code how to make physical response only from top side, because I used to use only 'collision any side of actor')

PostPosted: Sun Dec 10, 2006 3:24 pm
by Hedfone
:lol: no worries,

Ive done some pretty stupid things in GE myself :D
I once spent half an hour trying to figure out if id' broken GE when I accidentally leant on the shift key :P

(for those of you who don't know, the shift key makes everything snap to a specific location for more accurate placing)

soo, ya we've all been there :D

PostPosted: Sun Dec 10, 2006 3:43 pm
by Troodon
:D I remember too my first shift problem. :lol: I tought that my mouse was broken. :wink:

PostPosted: Sun Dec 10, 2006 6:18 pm
by Oman
awsome 'actorvar' ill remember that :D