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Author Topic: modified a SetControllerVariable  (Read 367 times)
LutinMalefique
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« on: May 16, 2010, 06:11:48 AM »

Here is my problem:

i created a spawn point (A) where i defined which object (B) have to be created, how many copies of this object to create and where they have to go (move to an object (C)). This path point use "SetControllerVariable" to say to object B he has to move to C.
At this stage everything works fine.
But i want to make a multiple pathpoints: B start to C0 then go to C1 etc... It seems that B can't do any modification to C. For A i just declare C has the name of the object to move to. In my level i have objects called C0, C1, etc..
So if i say to B : move to C+0, it doesn't work, the variable is empty, and if i create a new variable, in B script, D = C, D is empty.

To cut a long story short, i want to know if i'm right if i say that a "SetControllerVariable" can't be modified by the object who read it?

and any idea for an alternative, other than declare every path point in A?
 At the moment i don't know if i'll need a lot of pathpoints for an object and i prefer avoid to create 2 pathpoints system for my NPC, the one i explain and the gamecore pathfinding system.
I just look at the 3d GameDesign Course's pathfollower script. I need this kind of control : every pathpoint object can order something to objetc that follow the path : rotate to player, shoot, move faster...

thank in advance for any solution
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"Just remember: a damn game can be played, and if you have not created something that can be played, it's not a damn game!" Derek Yu
LutinMalefique
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« Reply #1 on: May 16, 2010, 11:25:14 AM »

i think to have a solution, i'll use  the same "reading" technique for spawnpoint as for my pathpoints : NPC will handle to the spawnpoint and read informations via controllersettings.
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"Just remember: a damn game can be played, and if you have not created something that can be played, it's not a damn game!" Derek Yu
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