≡
Products
▼
Support
▼
Company
▼
Forum
Ambiera Forum
Discussions, Help and Support.
Create a new account
,
Search
, or Login:
Create reply in
clones health
Posted by:
(you are not logged in)
Enter the missing letter in: "I?ternational"
(you are not logged in)
Text:
[quote][b]VP[/b] wrote: After you get that working, you can refine it a bit more for efficiency. Another workaround which works is to have 2 originals: Original 1- has the fire damage event (subtract health on proximity to fireball). Original 2 has - a "change node position" event on proximity to the fireball. Next, move/drag Original 1 out of the way (-1000y beneath the map), and make your clones of Original 2 to populate your game with characters. Now what you want to happen in your game is when the fireball hits Original 2, you swap position of original 2 with original 1 to deduct health. This is a cheat where you only ever have 1 game character that can have complex events, you just recycle it over and over by bringing it back to life (hash health.original1 =100) and then move it back down off the map (-1000y), ready for the next fireball interaction with an Original 2 clone. The advantage of this is that you can have thousands of basic enemies and only 1 complex character (with the health event) - without any game slowdown - rather than cloning a complex original that has many "on proximity" events attached to it - which can make the game confusing and you may eventually experience game slowdown trying to keep track of all the events.[/quote]
Possible Codes
Feature
Code
Link
[url] www.example.com [/url]
Bold
[b]bold text[/b]
Image
[img]http://www.example.com/image.jpg[/img]
Quote
[quote]quoted text[/quote]
Code
[code]source code[/code]
Emoticons
Copyright© Ambiera e.U. all rights reserved.
Privacy Policy | Terms and Conditions | Imprint | Contact