I think this might be a bug in translation from design to code, actually.
public var _targetScene:Scene;
public function setToEnd():void
{
_targetScene = 6;
}
is how a set scene attribute box translates to code, but what it should be doing is setting _targetScene as an actual scene object/variable. I'm not sure how to fix it without redoing it in code mode.
The original reason I got into this was because I was building a door/transition from scene to scene, with the target scene being an attribute of type Scene that I wanted to define dynamically during the runtime of the current scene. I wanted the door to appear after a boss actor is killed.
I initially wanted to handle this without recycling but I couldn't just do a) hide and set group to Doodads to avoid collisions, because I have no idea how to set groups in a dynamic way. I can avoid collisions and keep the actors in the scene if I b) recycle the door during initialization of the scene, but the original value of the targetScene attribute is nulled after creating the recycled door again.
Is there another way to set Scene type attributes during run-time? Alternatively, is there a way to hide objects and remove any and all collisions with Player group and then un-hide and turn those collisions back on after an event (death of a boss actor, in this case) takes place?
Thanks. I have this tingling feeling I'm just overthinking the logic behind all this.
P.S.: Is there a deeper purpose of the Doodads collision group other than having a non-collision group? I couldn't find an explanation anywhere on the 'pedia or forums, and I was wondering what the reason behind its existence was.