How do you create a 'Text Point Actor'? (SOLVED)

timbirks

  • Posts: 75
I read recently read about a Text point actor which can actually draw individual scores when enemies are hit,  when it gets created the actor that received the damage tells the new Text Point actor what the damage value was  by setting it in an attribute for it.   Would anyone be able to explain how to set this up or how a text point actor is created?  many thnka

« Last Edit: October 30, 2014, 01:58:18 pm by timbirks »
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timbirks

  • Posts: 75
Hi, sorry for digging this topic back up, it seems to be one of the few remaining issues left in my game, to explain it simply, when a missile hits an object it displays a score next to the object being hit (score is dependant on missile range so can vary), however when a second missile hits another object the score which is being shown for the first missile strike changes to the score from the second missile strike, I'd like to display individual scores for each missile hit and stop it updating other scores.  I hope this makes sense, any advice? many thanks
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Innes

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  • Posts: 1960
This is a relatively straightforward system to implement, so I'm not quite sure how you have set it up, such that it is not working.

For example, how exactly are the scores being displayed, and from where do they obtain the score values? For example, attribute, actor value? Once the score (damage) value is displayed, how is that then added / subtracted from the main score?

Although your description is pretty good, a narrative is a notoriously error-prone way to explain what you want code to do, due to the ambiguity of language! Diagrams / screenshots would help. Also, screenshots of your code could help to identify the problem.
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timbirks

  • Posts: 75
Hi, sorry for the delayed reply.  I'm pretty sure I know why it keeps updating the displayed bomb scores, it's because it's showing a 'Bomb Score Hit' game attribute which is a purple block which will keep updating, I want it to show an individual score without updating the other scores, really hard to explain.  I've attached some images which might explain it a bit more, basically when a bomb collides with a block, it creates a new actor at the impact point, the actor draws the score value for 3 seconds after which it is killed, the game will create multiple actors on each hit all drawing the 'Bomb Score Hit' game attribute value, they all get updated though.  On Screen.png you can see all the scores are the same however when they were created they showed correct scores, but they just get updated by new scores on each hit.   You can see a vid of the game at supercrashland.com   

This seems like it should be an easy fix but I'm just not seeing it!  Any solutions or ideas?...   thanks!
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LIBERADO

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  • Posts: 2720
The often forgotten actor values are very useful and can easily solve many problems.

Try this:

« Last Edit: October 30, 2014, 12:31:12 pm by LIBERADO »
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timbirks

  • Posts: 75
Finally this is solved, thanks very much LIBERADO!!   :D
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Innes

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  • Posts: 1960
Actor values are incredibly useful; I frequently use them.

One of my main uses for them is for preventing multiple collision registration on actors. I initialise an actor with an actor value hit=false. As soon as a collision occurs, in an [if get actor value hit = false] block, change the hit value to true, do whatever needs doing (I.e. Score increment, explosion, etc), and it will only happen once.
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