by DST » Sun May 20, 2007 7:35 pm
I use a transparent enemy activator to trigger events relative to my player. The activator is a child of the player, and handles most events. Since its zdepth is greater than that of the player, when one tries to move the player in edit mode, the activator is moved instead, then you must drag the player and realign them, and if you don't line them back up perfectly, your shots come out a several pixels away from where they should.
If you make the activator the parent and the player the child, then you cannot hide the activator or you hide player as well, so the player MUST be the parent. But being on bottom, events don't map to the player properly, so they must be written to the activator.
What i'm saying is, being a child should not give you greater zdepth than the parent. If anything, it should give you less zdepth. Also, about the 'inherit' idea, if that is true, why can i make my child more transparent but not farther away? Are you saying it only inherits zdepth but not transparency, and if so, why?
This doesn't affect the gameplay, but it affects the editing seriously, as i need to be able to move the player around to test new areas of the game, without having to play through the entire level first.
I thought of using view as an activator, but then a player could trigger a boss at either the top or bottom of the screen, which means i can't control how much room the player has to move around in. The activator must move with the player.
Is there any solution to this parent child zdepth issue??