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Exceptions for dying actors http://45.55.195.193/viewtopic.php?f=73&t=31291 |
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Author: | Asklar [ Thu Jun 21, 2012 12:35 am ] |
Post subject: | Exceptions for dying actors |
I couldn't redact a better title. So, I'm making a particle which changes it's position to an actor's one. Now, if the actor dies, the game crashes. Obviously, I made the particle delete itself if actor.Health < 1. But, that doesn't work if the actor is gibbed. Is there any function to check that? Or any way? |
Author: | TheLastBanana [ Thu Jun 21, 2012 1:03 am ] |
Post subject: | Re: Exceptions for dying actors |
Check that the actor's ID isn't 255 -- you can always access that. |
Author: | Asklar [ Thu Jun 21, 2012 2:07 am ] |
Post subject: | Re: Exceptions for dying actors |
Ah, I forgot that. Many much thanks, Master. |
Author: | Bad Boy [ Thu Jun 21, 2012 4:20 am ] |
Post subject: | Re: Exceptions for dying actors |
Correct me if I'm wrong but couldn't you just add an 'if MovableMan:IsActor(actor) then' check before referencing the actor? |
Author: | TheLastBanana [ Thu Jun 21, 2012 4:58 am ] |
Post subject: | Re: Exceptions for dying actors |
Yeah, that also works -- probably better in this case, admittedly. Checking the ID works better for generic objects. |
Author: | Bad Boy [ Thu Jun 21, 2012 5:39 am ] |
Post subject: | Re: Exceptions for dying actors |
Yeah, of course, since you don't have to figure out which class they fit in, I was wondering why you chose that instead. Also I'd imagine it's great for attachables (or at least a similar method is for getting pointers to them) since they don't seem to fit in any class; it took me irritatingly long to figure it out the other day. But then again, attachables are generally kind of screwy, for example, PresetMan:ReloadAllScripts() doesn't affect them but self:ReloadScripts() does you can't stick pie buttons on them as far as I can tell, though that may be deliberate. |
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