always when you run destroyer command the command destroys the type from the level, so… how can i destroy one object from a type?
It depends, what’s meant to activate it? The difference between the one you want to destroy and the one you want to keep is how you can find out how to do this.
what are you meaning?
What is making the objects get deleted?
Destroyer command can delete objects
@CodeAlpaca
Yes I know how all the behaviors work, I’m asking what is the trigger? What’s the reasoning you want for some to be destroyed and others to stay
i just want to make a beat game and for other things
Maybe I’m being unclear.
I’m asking this. Let’s say you have 2 of the objects. Why is one being destroyed and the other is not? Just saying I want one to be destroyed isn’t enough information. You need exact reasoning, something like Object 1 Touched the player, or it is past a certain X value, or it was spawned first, etc. Even if it’s just random is more information than what I’ve been given
when you click the beat button, the object from the type get destroyed and other objects from the same type don’t
I’m not sure what you mean by this. If you provide a game link it’ll be a lot easier for me to help
when you create an object
you see a type name in the left side when you click on edit right?
when i go to programing, and use Destroyer, all objects of this type will be destroyed
and i want to fix it that’s it
oh, done
i found the fix
Yeah I get that, but I’m not sure what the exact circumstances are in your situation that are making it get deleted
I am having the same issue but on a wider scale. Essentially I’m doing a sort of pac-man style game with a whole bunch of dots. When the pac collides with a dot, it sends a message to the dot to add to a counter then delete itself. This is deleting every instance of the dot, rather than the one the pac just ran into. I could go in and set a million different collision triggers for each instance of the dot, but that would take way too long. Is there any way to streamline this process?
I’m assuming the issue is that after the collision, some message is being sent to all the dots. It’s quick and easy fix, though a link is needed so I can see the exact changes that you’ll need to make.
Collisions only activate in the single object that got hit, all the other dots aren’t outputting their collisions if they aren’t getting hit, so that’s how we know in this situation the issue is that they’re being sent a message of some sort. (My assumption is that you’re using a Global, and when it updates, you delete the dot. The issue with this is that ALL Globals output when the value is changed, if that’s the case then just delete the dot by the collision behavior instead of the Global).