I have used create object by name, and in the same event or subevent, i want to give that object some values.
Is it possible and how would i do it?
You just solved your problem right there. Under the "create object" action, make some "set value to _" actions. There are probably other ways but this seems to be working fine for me..doesn't just work with values either.
Develop games in your browser. Powerful, performant & highly capable.
how do i set value to _???
Set a private variable to your value.
yeah, but how do i give it to the object if i cannot select the object in the actions by name.
Run Script - ObjectName.VariableName = x should help.
it doesnt work it says, system is not an object name
Tank.value('nameofthecreated').id = Tank.uid
wait ill make an example...
ok here you go... as you can see i cannot set the value properly
The created object Sprite.Value('c1'), not Sprite.Value('create1') (pv does not exist), should be placed into the SOL automatically after its created.
I dont understand but it creates the object by the name of the create1 var... the c1 is just so the event doesnt loop. The point is, i want to set the value id to the uid of the sprite to the created object(smiley) ...
I mean is there a way to change the selected object to the one created within the actions, and giving it a value...
Question is why do you need to create the object?
I need to create the objects... mostly because they are weapons that go on player and enemy ships, and can be changed and destroyed without a host ship, and it would be quite good if i could set the value the way that i wanted as shown in the example cause otherwise i would need to make events for all weapons in the game, lets say around 20-30weapons *8 so around 100-200 events... instead of just 8 events this way...
I mean its quite simple,
create object by name "kifla",
set "kifla" value to something,
but i dont know how to set values based upon the name of the object. Isn't there some python thing or whatnot to do that?
Don't use create by name if you want to modify the object right after it's created. In this situation it's easy enough to just add a few more events. It will only be one extra event per object.
p.s. mspaint makes some retro looking GIFs.
I see. Yeah you can't reference that object since the duplicate instance is already in the sol.
You will need to use a dummy instead.
Pretty sure you cant place an object in the sol, and then remove it in the same event.
Rojohound i just said that i would need atleast 200 events if i were to do that.
But anyway i found a solution, a subevent with overlap... ill post example if anyone interested.