vdweller
Member
As has already been discussed in this thread,
https://forum.yoyogames.com/index.p...ce-activation-deactivation-shenanigans.47238/
Instance activation/deactivation does not happen instantaneously. Specifically,
Is there any chance you could alter this behavior and make these functions have immediate effect?
To illustrate an example, with the current behavior, we get this:
1) Some instances are activated and some are deactivated due to prior processing.
2) Suppose that I want to temporarily activate all instances of a kind, for example to count all enemies in a room regardless of their active/inactive status.
3) This doesn't work as activation does not take place immediately.
This is just an example. I am not looking for workarounds for this specific case.
@rwkay @Nocturne Any insight on this? Could this happen in a future update?
https://forum.yoyogames.com/index.p...ce-activation-deactivation-shenanigans.47238/
Instance activation/deactivation does not happen instantaneously. Specifically,
The reverse, Deactivation then immediately Activation seems to work. I haven't thoroughly tested if deactivation actually happens instantaneously.Activation then Deactivation works if Activation happens, say, in the Step Event and Deactivation in the End Step event.
Is there any chance you could alter this behavior and make these functions have immediate effect?
To illustrate an example, with the current behavior, we get this:
1) Some instances are activated and some are deactivated due to prior processing.
2) Suppose that I want to temporarily activate all instances of a kind, for example to count all enemies in a room regardless of their active/inactive status.
3) This doesn't work as activation does not take place immediately.
This is just an example. I am not looking for workarounds for this specific case.
@rwkay @Nocturne Any insight on this? Could this happen in a future update?