sinigrimi
Member
Hello! When I enter the room, it reproduces the blocks, but when I move to the next and return to the first, nothing is reproduced in it
p.s .: rooms are not from GM but are generated in the same GM Room after moving outside the camera.
I would also like to know if I can mark these objects somehow so that when I destroy the object, he crosses himself out of ds_list?
please help
really have to enter a bunch of data for each spawn? tell me, can I immediately play the spawn string from ds_list or other ds system
upd: ds_list does not produce the value "instance_create" is there any other way? I need that upon destruction the object crosses itself out of the list and is no longer recreated when the script is executed ... this is a terrible undertaking but it is necessary
p.s .: rooms are not from GM but are generated in the same GM Room after moving outside the camera.
I would also like to know if I can mark these objects somehow so that when I destroy the object, he crosses himself out of ds_list?
Code:
var num = RoomGen_GetRoomNumber(global.RoomGen_x, global.RoomGen_y);
var map = RoomGen_GetRoomMap(num);
if (ds_list_empty(map[?"room_type_save_changes"])){
#region case #0
//case 0: //#1 bee
ds_list_add(map[?"room_type_save_changes"],(instance_create_layer(180,300,"Instances",oStone)));
ds_list_add(map[?"room_type_save_changes"],(instance_create_layer(300,300,"Instances",oStone)));
ds_list_add(map[?"room_type_save_changes"],(instance_create_layer(420,300,"Instances",oStone)));
}
#endregion
if (!ds_list_empty(map[?"room_type_save_changes"]))
for (var a = 0; a<map[?"room_type_save_changes"]; a++;){
ds_list_find_value(map[?"room_type_save_changes"],a)
}
really have to enter a bunch of data for each spawn? tell me, can I immediately play the spawn string from ds_list or other ds system
upd: ds_list does not produce the value "instance_create" is there any other way? I need that upon destruction the object crosses itself out of the list and is no longer recreated when the script is executed ... this is a terrible undertaking but it is necessary
Last edited: