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Script/area problem.
FlawlessHappiness Offline
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#9
RE: Script/area problem.

(01-07-2013, 06:35 PM)TheGreatCthulhu Wrote:
(01-07-2013, 05:03 PM)beecake Wrote: Though it's a little strange to have it set to "...false, 0);"
Nah. It may not be used so often, but it isn't strange if the collision needs to be detected only once.

But if the detection should be only once then it should be true, and not false.

If it's false the monster will keep being set active, and be assigned patrol nodes everytime the function calls, and that's at least 2 times since the next value is 0

Trying is the first step to success.
(This post was last modified: 01-07-2013, 07:10 PM by FlawlessHappiness.)
01-07-2013, 07:10 PM
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