Constructing Disabled Actuator

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Paul Stevens
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Joined: Sun Apr 08, 2001 6:00 pm
Location: Madison, Wisconsin, USA

Constructing Disabled Actuator

Post by Paul Stevens »

8) How do i set an actuator to "inactive" and "no target" (that would be a purely decorative object)
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Simply select "Disabled" as the type of Actuator.

The Actuators do not have a "Inactive" or "Active" state.
The disabled Actuators simply have a zero as the
Actuator-Type.

As an aside....the monster generators get 'disabled' by
setting their type to zero. A special message gets sent
that sets their type back to 'Monster Generator' after a
certain amount of time. I think you might cause great
havoc if you put a disabled actuator in the same place as
a monster generator. Then it would get turned into a
Monster Generator and would not have the correct values
in its other fields. Probably crash something.
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Zyx
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Re: Constructing Disabled Actuator

Post by Zyx »

Ah... understood... let's suppose I was ignorant of that and that all the types of my wall objects are other than "disabled". Can I change the type of a actuator or do I need to delete them all and create brand new ones?
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Paul Stevens
CSBwin Guru
Posts: 4322
Joined: Sun Apr 08, 2001 6:00 pm
Location: Madison, Wisconsin, USA

Re: Constructing Disabled Actuator

Post by Paul Stevens »

I don't think there is any advantage in changing them.
Can you think of any? Except for cleanliness.

There is no way at present to change their type
to 'Disabled'. Or change any actuator type, for that
matter. Changing it to 'Disabled' is a safe operation
that I could implement if it were useful. In fact,
a 'Change Type' button could be implemented without
too much fuss.
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