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Thread: Suggestion: Bind To Object

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    Suggestion: Bind To Object

    A really useful action to have for active objects would be the ability to "bind" one object to another. It would automatically keep the position, scale and, optionally, direction of the object it's bound to and, when the object it's bound to is destroyed, it would automatically destroy itself, too. (UnBind would be needed, too, I guess).

    This would be really useful for creating cool effects with multiple entities. I could see using this for my photon torpedoes - I'd love to have shafts of light/starpoints coming off the photon torpedo and spinning around it - but I wouldn't want those to be part of the torpedo, itself, because I don't want it to count as a collision if they intersect something. And there's about 20 different ways my torpedoes can be destroyed, and there's no way I know of to have objects keep pointers to other objects (that would be awkward and messy, anyway), so...

    Would be a cool added feature (or maybe someone will make an extension that does this when the SDK comes out... but can you extend an existing object???)

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    Suggestion: Bind To Object

    A really useful action to have for active objects would be the ability to "bind" one object to another. It would automatically keep the position, scale and, optionally, direction of the object it's bound to and, when the object it's bound to is destroyed, it would automatically destroy itself, too. (UnBind would be needed, too, I guess).

    This would be really useful for creating cool effects with multiple entities. I could see using this for my photon torpedoes - I'd love to have shafts of light/starpoints coming off the photon torpedo and spinning around it - but I wouldn't want those to be part of the torpedo, itself, because I don't want it to count as a collision if they intersect something. And there's about 20 different ways my torpedoes can be destroyed, and there's no way I know of to have objects keep pointers to other objects (that would be awkward and messy, anyway), so...

    Would be a cool added feature (or maybe someone will make an extension that does this when the SDK comes out... but can you extend an existing object???)

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    Re: Suggestion: Bind To Object

    Can't you just add the objects to a group and apply the functions to that group?

    I know that's not the same, but I think it provides at least part of what you want (if I'm understanding correctly.)

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    Re: Suggestion: Bind To Object

    Can't you just add the objects to a group and apply the functions to that group?

    I know that's not the same, but I think it provides at least part of what you want (if I'm understanding correctly.)

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    Re: Suggestion: Bind To Object

    []Can't you just add the objects to a group and apply the functions to that group?

    I know that's not the same, but I think it provides at least part of what you want (if I'm understanding correctly.) [/]

    You mean qualifiers? That might handle destroying it, but I'd still have to manually copy the position and scale every frame. But it's a workable hack, I suppose.

    Actually, no, that wouldn't work for multiple instances of an object. If I had 5 photon torpedoes fired and when one of them hit, I had it destroy everything with the qualifier of whatever (for all torpedoes and their bound effect objects), my guess is that it would destroy all of the objects... ?

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    Re: Suggestion: Bind To Object

    []Can't you just add the objects to a group and apply the functions to that group?

    I know that's not the same, but I think it provides at least part of what you want (if I'm understanding correctly.) [/]

    You mean qualifiers? That might handle destroying it, but I'd still have to manually copy the position and scale every frame. But it's a workable hack, I suppose.

    Actually, no, that wouldn't work for multiple instances of an object. If I had 5 photon torpedoes fired and when one of them hit, I had it destroy everything with the qualifier of whatever (for all torpedoes and their bound effect objects), my guess is that it would destroy all of the objects... ?

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    Re: Suggestion: Bind To Object

    If you had 5 torpedoes in a group (qualifier) and you did an action of "Group.Friends collides with Background" (for example) it would still only destroy the 1 torpedo that made the collision.

    I still am not quite sure if that's what you mean. If it isn't, I'm sure someone else will have an idea.

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    Re: Suggestion: Bind To Object

    If you had 5 torpedoes in a group (qualifier) and you did an action of "Group.Friends collides with Background" (for example) it would still only destroy the 1 torpedo that made the collision.

    I still am not quite sure if that's what you mean. If it isn't, I'm sure someone else will have an idea.

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    Re: Suggestion: Bind To Object

    I think you'd be able to pull that off with Qualifiers. Yet, they are both incredibly handy and unbearably unhandy.

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    Re: Suggestion: Bind To Object

    I think you'd be able to pull that off with Qualifiers. Yet, they are both incredibly handy and unbearably unhandy.

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