Hey guys, I have a problem here about pointers. What I'm trying to do is have the main character fight a bunch of enemies that have the same action. Here's the problem though, all the players with the same action have the same pointer, so they do all the same stuff. How can I dynamically create a new pointer for a new enemy that appears? Thanks!
i don't understand exactly what you mean, but there's a known bug that makes entities with the same model go to the same frame, even though you animate them diferently. if that's what's happening, this information from the bugs list might help you:
Quote:
Some drivers display a wrong model frame when many models with the same mesh, but different animation frames are visible. This bug was reported to be fixed in the latest nVidia drivers. Workaround: for engine version 6.31.4 or earlier, set the entities' u or v parameters to a small value, like 0.1. For version later than 6.31.4, set the patch variable at 1.
Re: Pointer problem
[Re: Filipe]
#83273 07/25/0621:2207/25/0621:22
Chameleon_Man! For each model attached action runs with different you, me and other pointers. Engine properly set all parameters before call to attached action. So, post simple code to show, what's a problem.