by Fuzzy » Mon May 14, 2007 7:05 pm
The way they work is that if an actor is left there when the region is left, that actor gets saved. On the other hand, if you implicitly destroy an actor with DestroyActor(), it will be gone.
What you may need to do is take attendance when the level is created, make a list from that, and when a game over state is reached, destroy each actor by hand, retain the list, and then create each actor again, implicitly when a new game is started.
Undoubtably someone will have an easier solution. I'm a control freak though.
A possibly easier way would be to have invisible actors that set up the enemies when a level is entered. Remember the monster factories in that old game Gauntlet? Like that.
Then the factory contains a variable that indicates if it created anything or not, and you have a gobal var that records if the game has been restarted. The factory examines this, as well as its own var and decides if it needs to replace its spawned children.
Last edited by
Fuzzy on Mon May 14, 2007 7:10 pm, edited 1 time in total.
Mortal Enemy of IF....THEN(and Inspector Gadget)
Still ThreeFingerPete to tekdino