The problem is with the Object - Add or Remove action. I use hotspots for the signals you scan, with a custom tag and additional script that enables/disables those hotspots to emulate the scanning stuff. Because of the script I have to remove the hotspot objects completely when-
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Antwort an @headwaregames @jaybee_tyn
-I'm done with them. To load objects that have been removed they have to be prefabs in the resources folder, which means all connections to scene based actionlists are broken. So now I have to go through and figure out an alternative method of ending the signals and replace all.
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Antwort an @headwaregames @jaybee_tyn
You wouldn't typically need to *remove* a hotspot, you'd just disable it. But yeah, my custom script stuff for the scanning meant I had to find an alternative to simply disabling hotspots and now I'm in this mess.
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Antwort an @headwaregames @jaybee_tyn
Couldn't you have a hotspot manager or something that could be referenced as a static instance to manage a state array or even just set the prefab via the editor in that globally accessible script so you can reference it to instantiate? Or is this online/multiplayer?
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Antwort an @Pyramid_Lake @jaybee_tyn
Dats some heavy programmer speak lad, I am but a humble artist who makes his way with plugins and visual scripting. The game is done, it's just this one thing that's tripped me up. I'm just teleporting the objects to -10000 instead now :) Thanks tho!
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The good 'ol teleport trick is a winner with AC.
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Antwort an @Hi_ImTemmy @headwaregames und
Yeah, teleporting is absolutely the way with Adventure Creator - or rather, the way we're doing it. For us, each scene has a marker called 'Off Screen' and there's a pileup of stuff there at most times, waiting their turn to be switched in and out.
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Antwort an @fay_maillardet @Hi_ImTemmy und
Even outside of Adventure Creator it's a classic trick for "removing" objects that, for whatever reason, aren't in a position to be actually deleted. I seem to recall that Ultima VII used such a trick for NPCs, teleporting them to a hidden room, for example.
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Antwort an @EbornIan @fay_maillardet und
This is done for performance if it happens often. That way your game doesn't take a hit each time you generate a new thing. You just move the position of something already existing. Super common!
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Antwort an @Pyramid_Lake @fay_maillardet und
I imagine that this is indeed one major reason that it might be done! I think that I may recall that it was some sort of engine limitation in the case of Ultima VII, however--although I stand to be corrected on that!
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Yeah. It really depends on the game. Sometimes creating an object is ok. Other times you need to re-use objects from an object pool and just teleport them in, swap them out, etc. I haven't jumped into doing that sort of thing in my games yet but it's pretty interesting.
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Antwort an @Pyramid_Lake @fay_maillardet und
It is. ^_^ I've done it in my own game--although I'll confess that there it's more often for convenience! (I >could< create and destroy objects on the fly, and do in some cases--but it's easier to just have one object and move it up and down as called for. :P)
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