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Post by ericdarktonic on Apr 30, 2014 12:58:16 GMT
question from Dominik Haas @domdomhaas Hi @darktonicgames Team. Lastest update: any killable that is .setActive(false) will go into bosspool? Is there a way to disable that?
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Post by DarkTonic Dev on Apr 30, 2014 15:09:20 GMT
It makes the Killable invisible as a side effect. If you have the despawn trigger for "invisible" checked in the Killable Inspector, then this will happen. If you turn off that despawn trigger, this probably won't happen.
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DomDomHaas
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Post by DomDomHaas on May 15, 2014 18:58:40 GMT
Can't find any despawn trigger on a Killable...
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Post by DarkTonic Dev on May 16, 2014 2:00:36 GMT
The Killable, in the Inspector has a section called "Despawn & Death Triggers". If you have any of those checked and the corresponding condition occurs, the Killable will despawn and go back into the pool.
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DomDomHaas
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Post by DomDomHaas on May 18, 2014 11:41:44 GMT
okay, does that mean that because the "HP DeathMode" has "Zero Hit Points" as default it will always despawn when I use .setActive(false)? Because I didn't change anything in that section... and I could avoid it by setting it to "None"?
Another thing, is there a way to exented the despawn time on a "Time Despawner"? Just overwriting "LifeSeconds" by code didn't work...
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Post by DarkTonic Dev on May 18, 2014 19:16:48 GMT
No, hit points has no interaction with invisible. Is the checkbox in that section for "despawn when invisible" checked? I believe it is and that's what's causing it to despawn.
On Timed Despawner, you can only change the LifeSeconds by code if StartTimerOnSpawn is false. After it's spawned, it will immediately start counting down, so it's too late to change the timer.
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