OK I thought I could get this to work but WOW strangeness happening,. .
see file,.
not really sure what is happening here,. with the array dimed to [9,0] sic! I get the target_indicator on the last target to spawn,. nor sure how,. and with it set the way it should be [9,2] nothing,. what? Can anyone please point out;
A. why i get that result with the array [9,0] and
B. how to do this so it actualy works?
Either I am missing something very basic (if i only had a,...),. or something is not working how I understand it should.
nearest instance,. .
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- jph_wacheski
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nearest instance,. .
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Hi jph,
Each dimension of a Array needs a length of at least 1 for it to be able to hold any data at all ... otherwise ZGE ( should ) returns a "Array out of Bounds" error as soon as you try to read/write to it.
And I'm not quite sure why your example doesn't work, but I've attached a example of what you're trying to do. Keep in mind that you'll need a register as soon as you're going to delete Instances.
K
Each dimension of a Array needs a length of at least 1 for it to be able to hold any data at all ... otherwise ZGE ( should ) returns a "Array out of Bounds" error as soon as you try to read/write to it.
And I'm not quite sure why your example doesn't work, but I've attached a example of what you're trying to do. Keep in mind that you'll need a register as soon as you're going to delete Instances.
K
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- jph_wacheski
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nice one,. .
Cool, thanks kjell!
Thought I was trying to do something imposible for a second there,. just gald to see it working! I will go through and reconcile your method with my working style and see if I can get it to work while destroying them,. what do you mean by a "register",. just some way of knowing not to check dead ones? idealy it will be an automated system that can check a dynamic number of instances as they are birthed and destroyed,. . I'll see if I can hack that out,. thanks again bro.
Thought I was trying to do something imposible for a second there,. just gald to see it working! I will go through and reconcile your method with my working style and see if I can get it to work while destroying them,. what do you mean by a "register",. just some way of knowing not to check dead ones? idealy it will be an automated system that can check a dynamic number of instances as they are birthed and destroyed,. . I'll see if I can hack that out,. thanks again bro.
iterationGAMES.com
Hi jph,
Well, something that for instance emulates the ds_list of GM. Since when you for example spawn 8 instances, and then destroy instance 5, you're left with a open slot. Now there are a couple of approaches you can take here ( re-assigning identities, keeping track of used / un-used slots ) .. but I usually go with a Registry array that keeps track of the active instances and refers to the according slot where it's Data is stored.
K
Well, something that for instance emulates the ds_list of GM. Since when you for example spawn 8 instances, and then destroy instance 5, you're left with a open slot. Now there are a couple of approaches you can take here ( re-assigning identities, keeping track of used / un-used slots ) .. but I usually go with a Registry array that keeps track of the active instances and refers to the according slot where it's Data is stored.
K
- jph_wacheski
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humm that sounds like another good idea,. I will see if I can integrate it.
I just implemented it as 'waves' for now as I just want to build a quick and dirty game for some fun,. here is the very basic start.
ARROWS and Z,X or C (hay,. can we assign Shift and Control?? for my german freinds
and other with non-engrish boards )
Could be lockOn2 the successor to my very first GM release,. could do some crazzy stuff now in ZGE so it will be a fun one,. Cheers.
I just implemented it as 'waves' for now as I just want to build a quick and dirty game for some fun,. here is the very basic start.
ARROWS and Z,X or C (hay,. can we assign Shift and Control?? for my german freinds

Could be lockOn2 the successor to my very first GM release,. could do some crazzy stuff now in ZGE so it will be a fun one,. Cheers.
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- lockOn2_001.zip
- .exe so as not to confuzz anyone,. . my hacks get messy.
- (32.92 KiB) Downloaded 501 times
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