Re: Multiple 'else' in one 'if'?
Grif wrote:
self.Frame = 1;
else
self.Frame = 0;
That doesn't seem to work... Well, it did once, but only one way ('self.Frame = 1;' but not 'self.Frame = 0;'), and now it doesn't...
Also, for some unknown reason, everything started laging. Yesterday I tested the door in both singleplayer and 2player mode and it was lagless, today everything is ♥♥♥♥ up. >:E
If this lag doesn't just 'go away', this thing will end up scrapped...
And honestly, I don't even know what causes the lag... It's definitely not the emitters, because the particles they emit are very short lived, so there aren't really more then 50-70 of them per frame... So it must be the checks... Even though there are only 2 working at a time...
I tried changing all the proximity checks to boxes but it didn't seem to reduce lag.
Is there a better way to trigger the lasers without having to constantly check for them?
I tried adding a proximity check that would make 'emitter = self.laser;' and then use 'self.laser' for whatever I needed, but I ended up with that Ω error BS... Maybe I was doing it wrong?
Sometimes, I really ♥♥♥♥ hate how CC works. >:C
This is the current code, I changed the checks to boxes, but self.Frame doesn't work. See what is wrong.