[Solved] Actor questions
Posted: Thu Nov 07, 2013 9:02 pm
GEs concept with the regions, actors, actions and events I really like, and
I'm understanding it in its basic forms.
But when it comes to a more advanced usage of actors, I'm missing some information.
Generally, there is a gap in GEs docs and tuts between the very basic ones, and
the more experienced stuff.
In many example code snippets for example, I noticed the usage of the dot-operator,
but I never saw any struct declaration, or at least a reference in the text.
So I got puzzled, what is that dot thingie at all, maybe any special GE feature, or
what...
But since I'm constantly in GE, last time, one of the "Actor Control" tooltips
discloses the secret for me, with one simple phrase :
It does not go into details, but that's all I must know.
Surely, there are more infos hidden in all the docs and tuts, before I've found
all of them, maybe you can help out here.
Here are my questions :
When I'm right, the "Creator Actors" are only existent for actors, which are created
directly in the global code, maybe also in any event script.
So, for every actor I create per script, I will get an additional "Creator Actor",
but all the gui created actors don't have any "Creator Actors" ?
And I read different suggestions, what to do with the "Creator Actors", some
for using their events/actions, others for destroying them, after they have done their work.
What is the benefit for using the "Creator Actors", compared to the normal actors ?
And if you don't need the "Creator Actors", what are the benefits and the drawbacks,
whether you kill them or not ?
When you are cloning actors, the actor from which you are cloning is not actorname.0,
is it ?
So, when I want to use the clonenumbers in a script, I can't have access to the initial
actor in that way ?
Thanks in advance for your help !
P.S.: Just noticed, the initial actor is actorname.0, so, if it's a clonenumber or not, you
can count through the clones, down to the initial actor !
I'm understanding it in its basic forms.
But when it comes to a more advanced usage of actors, I'm missing some information.
Generally, there is a gap in GEs docs and tuts between the very basic ones, and
the more experienced stuff.
In many example code snippets for example, I noticed the usage of the dot-operator,
but I never saw any struct declaration, or at least a reference in the text.
So I got puzzled, what is that dot thingie at all, maybe any special GE feature, or
what...
But since I'm constantly in GE, last time, one of the "Actor Control" tooltips
discloses the secret for me, with one simple phrase :
Tooltip wrote:Every actor in GE is a member of a struct.
It does not go into details, but that's all I must know.
Surely, there are more infos hidden in all the docs and tuts, before I've found
all of them, maybe you can help out here.
Here are my questions :
When I'm right, the "Creator Actors" are only existent for actors, which are created
directly in the global code, maybe also in any event script.
So, for every actor I create per script, I will get an additional "Creator Actor",
but all the gui created actors don't have any "Creator Actors" ?
And I read different suggestions, what to do with the "Creator Actors", some
for using their events/actions, others for destroying them, after they have done their work.
What is the benefit for using the "Creator Actors", compared to the normal actors ?
And if you don't need the "Creator Actors", what are the benefits and the drawbacks,
whether you kill them or not ?
When you are cloning actors, the actor from which you are cloning is not actorname.0,
is it ?
So, when I want to use the clonenumbers in a script, I can't have access to the initial
actor in that way ?
Thanks in advance for your help !
P.S.: Just noticed, the initial actor is actorname.0, so, if it's a clonenumber or not, you
can count through the clones, down to the initial actor !