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c_unsetminmax (my last post cont.) #324463
05/20/10 23:15
05/20/10 23:15
Joined: Dec 2009
Posts: 361
R
rtsgamer706 Offline OP
Senior Member
rtsgamer706  Offline OP
Senior Member
R

Joined: Dec 2009
Posts: 361
hello, I am a programmer using the free version of lite_c
if you read my last post about a moth ago, they I can happily say
I fixed it!
my invaders were just running into each other because of an extra movement code.
But that's not what I'm asking here.
i now have a similar problem, when I shoot an invader there is a chance that the one next to it
will touch the explosion causing it to give me my old error.
how do I make the entity with the collision become passable by putting the passable code in the explosion action?
Please tell me if you want me to re-paste my code.
Also to all who helped me before thanks so much!
rtsgamer706

Re: c_unsetminmax (my last post cont.) [Re: rtsgamer706] #324468
05/21/10 00:03
05/21/10 00:03
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
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Uhrwerk  Offline
Expert

Joined: Jan 2002
Posts: 4,225
Germany / Essen
Congratulation on solving the issue. Good job! Debugging is pretty hard for beginners and I sure you learned a lot on doing this, didn't you? =)

You can just write "set(my,PASSABLE);" in the beginning of your explosion action. That should do the trick.


Always learn from history, to be sure you make the same mistakes again...
Re: c_unsetminmax (my last post cont.) [Re: Uhrwerk] #324472
05/21/10 01:04
05/21/10 01:04
Joined: Dec 2009
Posts: 361
R
rtsgamer706 Offline OP
Senior Member
rtsgamer706  Offline OP
Senior Member
R

Joined: Dec 2009
Posts: 361
thanks for all the help because of your help
and a couple of others I'm gonna have a great game!
rtsgamer706


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