S
Slothagami
Guest
I have been using instance_(de)activate_region and things similar, but i have found that if one block is dependent on another (checking below before falling, etc...) will just fall out of the world or something because what its checking for does not exist
I have water in my game that falls and pools in low points, if the bottom of the pool is unloaded, the water falls and gets unloaded too, getting stuck inside other blocks
I also have trees that if there is no block under them they break that are breaking just from unloading them
this is the code I have used:
thanks in advance!
I have water in my game that falls and pools in low points, if the bottom of the pool is unloaded, the water falls and gets unloaded too, getting stuck inside other blocks
I also have trees that if there is no block under them they break that are breaking just from unloading them
this is the code I have used:
Code:
///Alarm 6 event
instance_deactivate_all(true);
instance_activate_object(oFloor);
var terrain_load_dist, entity_load_dist;
terrain_load_dist = 100;
entity_load_dist = 70;
instance_deactivate_region(
camera_get_view_x(view_camera[0]) - terrain_load_dist,
camera_get_view_y(view_camera[0]) - terrain_load_dist,
camera_get_view_width(view_camera[0]) + terrain_load_dist * 2,
camera_get_view_height(view_camera[0]) + terrain_load_dist * 2,
false,
true
);
instance_activate_region(
camera_get_view_x(view_camera[0]) - entity_load_dist,
camera_get_view_y(view_camera[0]) - entity_load_dist,
camera_get_view_width(view_camera[0]) + entity_load_dist * 2,
camera_get_view_height(view_camera[0]) + entity_load_dist * 2,
true
);
instance_activate_object(oCamera);
instance_activate_object(oLight_Controller);
alarm[6] = 10;