I know how to delete clones, I just right click on them and delete them. However, how would they be deleted automatically when either you restart a game or during one? I have tried loads of forums and can't find the answer already published (and the manual isn't the most clear of manuals)
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sparks wrote:
BYOB does not support clone deletion, if you want automatically deleted or created clones try using Panther
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really? I thought it did!
Maybe they need a delete block then, to put into the run for...
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LS97 wrote:
sparks wrote:
BYOB does not support clone deletion, if you want automatically deleted or created clones try using Panther
![]()
really? I thought it did!
Maybe they need a delete block then, to put into the run for...
Maybe I have an older version of BYOB, I didn't know they had cloning!
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sparks wrote:
LS97 wrote:
sparks wrote:
BYOB does not support clone deletion, if you want automatically deleted or created clones try using Panther
![]()
really? I thought it did!
Maybe they need a delete block then, to put into the run for...
Maybe I have an older version of BYOB, I didn't know they had cloning!
Of course they do! BYOB3
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3.1 actually... beta
Scroll down the operator category and you'll find a clone reporter.
Last edited by LS97 (2011-08-19 05:57:42)
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UPDATE
Turns out you can delete clones in BYOB!
In the example below, the first sprite creates a clone of itself. Then it makes the second one move 100 pixels, before deleting it.
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whizzer wrote:
LS97 wrote:
3.1 actually... beta
Scroll down the operator category and you'll find a clone reporter.3.1.1 actually... stable.
http://i.imgur.com/tSalt.gif <- Use that or this.
Meh... I liked the old system better
And anyway what did I say?
Last edited by LS97 (2011-08-20 05:07:46)
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LS97 wrote:
whizzer wrote:
LS97 wrote:
3.1 actually... beta
Scroll down the operator category and you'll find a clone reporter.3.1.1 actually... stable.
http://i.imgur.com/tSalt.gif <- Use that or this.Meh... I liked the old system better
![]()
And anyway what did I say?
???
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I use a block I made:
{|make a clone run (code) with inputs (inputs...)|} where code is an inline input.
|run ((code) of (clone)) with input list (inputs)|
and i make clones using this block with the script:
|add (object [myself]) to [list of clones]|
{some other stuff i want the clone to do}
and then i have another script:
{when green flag clicked}
|((#)) for every item of (all but first of (list of clones))|{
|delete ()|
end}
|delete (all) of (list of clones)|
{other stuff}
and that leaves only 1 sprite on screen!
(also, when you delete sprites in any other way, make sure you delete it from the list too because otherwise there is a chance all sprites would get deleted!!!)
Last edited by joefarebrother (2011-08-31 05:25:41)
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Delete Object Myself. For a when green flag click, If attribute parent=object (Whatever's doing the cloning) Delete object myself.
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All you have to do to delete a clone is to make the clone delete its self. And add in an if that makes whatever it is that deletes the clone only work if the parent is the the base object. That way you don't delete the base object.
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[scratchblocks]
when gf clicked
if <not<object myself v> = <object sprite1 v>>
<delete <object myself v>>
end
[/scratchblocks
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when gf clicked if <not<object myself v> = <object sprite1 v>> <delete <object myself v >> endoops, sorry, can't edit it either, so new post
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