HideEntity ?
Blitz3D Forums/Blitz3D Beginners Area/HideEntity ?
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Hello, I am trying to make it so that when I kill a badguy and it relocates, it is not visible. HideEntity a\entity idx=Rnd(-470,500):idz=Rnd(-600,600):PositionEntity a\entity,idx,80,idz ShowEntity a\entity the problem is this, I can see it move all the way over to it's new postion as if frames between pointa=killed and pointb=respawn are visible. How do I make it truly invisible during it's move? |
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Are you using Mark's render tweening, by any chance? If you are, you'll need to have some kind of NoTween flag which stops this happening. A good tweening implementation has this built in and allows you to warp objects immediately, but you have to roll your own with Mark's. I know a number of people have requested Mark add such a function, but it's been so long since I used Blitz3D that I don't remember how to implement your own with all this captureworld stuff. |
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Are you using Mark's render tweening, by any chance? I am using Marks Tween Structure. ...but you have to roll your own with Mark's. argh! ^ ^ ... anyone have a fix for this ? |
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Just Before your rendering:If (a\Relocating)HideEntity a\entity Else If (Not(a\Relocating)) Then ShowEntity a\Entity End If When first killed: if (a\Relocating) idx=Rnd(-470,500):idz=Rnd(-600,600) PositionEntity a\entity,idx,80,idz a\Relocating=True End If |
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I added "Relocating" to my Types, but I get several errors using both of your components from "End w/If" to "Expecting If" and yes, I added them as you suggested. Although I do not see any problems with your code I still get those errors and using your syntax verbatim. But ty for offering it. |
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Sorry, my bad - I didnt test that to see how it compiled in Blitz first. Try this: If (a\Relocating) HideEntity a\entity Else If (Not(a\Relocating)) ShowEntity a\Entity End If End If and the First Killed bit: If (a\Relocating) idx=Rnd(-470,500):idz=Rnd(-600,600) PositionEntity a\entity,idx,80,idz a\Relocating=True End If |