@bruce:
oh, ok.
yes, but the clones and so the whole entity will be destroyed at restart of the level, so it doesnt work for the dying-sample you talked above,sorry. but post your airlock-script in a thread please, i think you can control it with vars so it will work everytime. show us.
@all:
yes, sure you can use this method with every clonable entity that uses appear/mainscripts and can be activated, so nearly all nonstatic objects.
i didnt think so far and havent check, but with simply set up appearscript and mainscript like the sample above, it should work for whole room enteriors appear and reappear with a single trigger.
i only saw the big performance-problem with character-calculation, but you are right. could be that this will be a realy big performance saver especially for smaller systems to create big levels. it will be a beast of work for scripting and naming, but it should work.
wow, thank you for pushing my mind in this direction,bruce. i will test it when i got time for (will be fun
) and work for destructable variants of this.
feel free to do this own your own, people.
only problem still remaining until tgc will change this is the automatic clone destruction when restarting the level. we cant do anything against this i think.
someone any ideas how to deal with this?