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 | [ 6 posts ] |  |   Exceptions for dying actors 
        
        
            | Author | Message |  
			| Asklar Data Realms Elite 
					Joined: Fri Jan 07, 2011 8:01 am
 Posts: 6211
 Location: In your office, earning your salary.
   |   Exceptions for dying actorsI 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?
 
 
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			| Thu Jun 21, 2012 12:35 am | 
					
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			| TheLastBanana DRL Developer 
					Joined: Wed Dec 13, 2006 5:27 am
 Posts: 3138
 Location: A little south and a lot west of Moscow
   |   Re: Exceptions for dying actorsCheck that the actor's ID isn't 255 -- you can always access that. 
 
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			| Thu Jun 21, 2012 1:03 am | 
					
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			| Asklar Data Realms Elite 
					Joined: Fri Jan 07, 2011 8:01 am
 Posts: 6211
 Location: In your office, earning your salary.
   |   Re: Exceptions for dying actorsAh, I forgot that.
 Many much thanks, Master.
 
 
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			| Thu Jun 21, 2012 2:07 am | 
					
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			| Bad Boy 
					Joined: Fri Sep 10, 2010 1:48 am
 Posts: 666
 Location: Halifax, Canada
   |   Re: Exceptions for dying actorsCorrect me if I'm wrong but couldn't you just add an 'if MovableMan:IsActor(actor) then' check before referencing the actor? 
 
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			| Thu Jun 21, 2012 4:20 am | 
					
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			| TheLastBanana DRL Developer 
					Joined: Wed Dec 13, 2006 5:27 am
 Posts: 3138
 Location: A little south and a lot west of Moscow
   |   Re: Exceptions for dying actorsYeah, that also works -- probably better in this case, admittedly. Checking the ID works better for generic objects. 
 
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			| Thu Jun 21, 2012 4:58 am | 
					
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			| Bad Boy 
					Joined: Fri Sep 10, 2010 1:48 am
 Posts: 666
 Location: Halifax, Canada
   |   Re: Exceptions for dying actorsYeah, 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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			| Thu Jun 21, 2012 5:39 am | 
					
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