Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Trying to use CreateEntityAtArea
Apjjm Offline
Is easy to say

Posts: 496
Threads: 18
Joined: Apr 2011
Reputation: 52
#11
RE: Trying to use CreateEntityAtArea

You can't remove entities, but you can de-activate them, or set their health to 0 and let them break (if they are breakable).

If you want removable meshes you can use Add/RemoveAttachedPropToProp, but keep in mind the z parameter of that function is bugged (z rotation is used for both position and rotation and Z pos is ignored - you can work around this though) and no collision detection or physics is used for the attached bodies.

Note that if you are just wanting to remove and create one object - E.g. resetting it. You can try using "ResetProp" - this should teleport the prop back to it's starting position. It is usually sufficient if you want to create some form of dispenser to have a few entities and just juggle them with reset prop - this also lets you hard limit the number of entities pretty trivially.
(This post was last modified: 04-13-2012, 12:21 AM by Apjjm.)
04-13-2012, 12:18 AM
Find


Messages In This Thread
RE: Trying to use CreateEntityAtArea - by jens - 04-10-2012, 02:36 PM
RE: Trying to use CreateEntityAtArea - by Putmalk - 04-10-2012, 08:35 PM
RE: Trying to use CreateEntityAtArea - by Apjjm - 04-13-2012, 12:18 AM



Users browsing this thread: 1 Guest(s)