destroy self [message #267877] |
Thu, 21 June 2007 16:09 |
CdCyBoRg
Messages: 76 Registered: June 2005 Location: England
Karma: 0
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Recruit |
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What script do i attach to a object that when somone pokes it, it dissapears?
thanks in advance.
I Am TeH OnE
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Re: destroy self [message #267880 is a reply to message #267877] |
Thu, 21 June 2007 16:14 |
CdCyBoRg
Messages: 76 Registered: June 2005 Location: England
Karma: 0
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Recruit |
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ok, but, i have a object, when poked, it makes a turret and when the turret dies, it makes the object again, so does the object id change during the map?
I Am TeH OnE
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Re: destroy self [message #268125 is a reply to message #267877] |
Fri, 22 June 2007 09:48 |
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crazfulla
Messages: 667 Registered: September 2006 Location: Aotearoa
Karma: 0
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Colonel |
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Yes everytime a object spawns it has a different ID. The spawner has the same ID theroughout however. I am not sure if destroying the sapwner would help? I have had trouble trying to destroy harv spawners (to stop it respawning) when a refinery is destroyed.
"GEoDLeto wrote:" | so what you are saying it is gonna take even longer before this thing is finished
So the topic title should be changed to: a sucky little "teaser" from C&C Reborn has been released
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"halo2pac wrote:" | Unless they are girls, I am not going to bone them.
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Re: destroy self [message #268294 is a reply to message #267877] |
Fri, 22 June 2007 22:14 |
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Veyrdite
Messages: 1471 Registered: August 2006 Location: Australia, Sydney
Karma: 0
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General (1 Star) |
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start spawrn disabled, then renable it
(there's a checkbox in the sparwner's settings called startsdisabled)
WOL: Veyrdite Previously: Dthdealer ( a long time ago )
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