A way to get around some destroy undos?

About advanced scenes, and the Thyme scripting language used in Algodoo.

A way to get around some destroy undos?

Postby Ian151 » Thu Oct 22, 2009 12:55 am

Let's say you made a creation that spawned destroyable objects that delete with a destroy key. Is there a way to change settings so that destroying an object with a set button would not have to be undone? For example: You create a spawner that spawns lots of objects, and you want to set the Buttondestroy := "your key here" , but you need to do this several times, so it is a burden to undo through all of this, and could even result in having to reload the scene when you run out of times to undo.

this is like the app.GUI.dragundo = false, if there was something like that for destroy keys, that would be great!

Anyone have a clue on how to stop this?

any help would be appreciated! :thumbup:
"THE BEST 2 PLAYER SCENE EVER MADE!!!" - ianno
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Re: A way to get around some destroy undos?

Postby Mystery » Thu Oct 22, 2009 10:20 am

There is no "destryundo" fortunately what you can use is
Code: Select all
app.GUI.maxUndo = (Number)
, default is 40.
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