Restarting game from a certain point of the scene
hello guys
I was worried because did not find the way to start the game from a certain point of the scene when actor dies or gets destroyed.
my scenes are very long so I dont want people to start over from the begining when they die.
thanks. hope I explain well
I was worried because did not find the way to start the game from a certain point of the scene when actor dies or gets destroyed.
my scenes are very long so I dont want people to start over from the begining when they die.
thanks. hope I explain well
Best Answers
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VW_Games Posts: 31
This may sound confusing but i hope i help you
what you want to do is make an actor in this case i will refer to it as a checkpoint flag because that seems to be what you are aiming for
the way i would go about this is creating a real attribute called checkpoint_1
then under your player create a rule
(when player overlaps or collides with actor of type checkpoint flag change attribute game.checkpoint_1 to true
now create another actor and call it spawner and change its opacity to 0
in the spawner create a rule stating that when attribute game.checkpoint_1 is true spawn actor (then enter the location )
the only problem is that you will need an attribute for each checkpoint flag you have for example
checkpoint_1
checkpoint_2
checkpoint_3
hope this helped message back if you need any more help!! -
bjandthekatz Orlando, FlPosts: 1,375
Let me try to explain it a little different. Ill use an example with 2 checkpoints
Attributes
Create a integer attribute called "Checkpoint"
Create a real attribute "Checkpoint_X
Create a real attribute "Checkpoint_Y"
Actors
Create an actor called "Checkpoint"
Place 2 Checkpoint actors on the scene and unlock them
Place them in different parts of the scene
Checkpoint 1:
When Character collides with first Checkpoint change attribute Checkpoint to 1
If checkpoint = 1 change attribute Checkpoint_X to self.position.X and change attribute Checkpoint_Y to self.position.Y
Checkpoint 2: When character collides with second Checkpoint change attribute Checkpoint to 2
If checkpoint = 2 change attribute Checkpoint_X to self.position.X and change attribute Checkpoint_Y to self.position.Y
Inside character:
When dies change attribute self.position.x to Checkpoint_X and change attribute self.position.y to Checkpoint_Y
You can also use the interpolate behavior to move the character back instead of changing its position immediately.
This way you don't spawn a character, but instead reuse it.
If you need a template feel free to ask
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If you want to do it via Gamers_Inc's method here are the answers to your questions:
what kind of attribute should I use? Real
does opacity mean visible? Yes
who is the spawner? The spawner is an actor that will respawn the player at the last checkpoint
so when I overlap that "checkpoint flag actor" and then when my actor gets destroy it will go to that point? Yes
Answers
just to finish understanding you and to like your comment
what kind of attribute should I use?
does opacity mean visible?
who is the spawner?
so when I overlap that "checkpoint flag actor" and then when my actor gets destroy it will go to that point or missing something?
sorry for having so much questions. I promess I will like all your post. thannks