.delete thyme function
8 posts • Page 1 of 1
.delete thyme function
Add .delete thyme function to all entities.
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Kilinich - [Best bug reporter 2010]
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Re: .delete thyme function
What would this do? delete the object it applys to?
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ducky21 - Posts: 301
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Re: .delete thyme function
ducky21 wrote:What would this do? delete the object it applys to?
Yes. Useful for removing springs, hinges, fixates and geoms from scripts.
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Kilinich - [Best bug reporter 2010]
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Re: .delete thyme function
How would you go around deleting entities that are not objects?
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Rideg - Posts: 948
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Re: .delete thyme function
Once the thing raydeg said have been figured out; Support
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ducky21 - Posts: 301
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Re: .delete thyme function
Rideg wrote:How would you go around deleting entities that are not objects?
You mean not geoms? Well, I've see few ways, child objects for example or scripts with code execution for some parameters like color.
Dream of Algodoo as game development engine...
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Kilinich - [Best bug reporter 2010]
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Re: .delete thyme function
Kilinich wrote:Rideg wrote:How would you go around deleting entities that are not objects?
You mean not geoms? Well, I've see few ways, child objects for example or scripts with code execution for some parameters like color.
Like circle = scene.addCircle... and then when you want to get rid of it something you execute a code that would look like this: circle.exist = true; correct me if I'm waaay out of bounds here
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Rideg - Posts: 948
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Re: .delete thyme function
Support, could be particularly useful for an idea for a scene I've been thinking about for a while now. Can't seem to come up with an efficient way of making it though.

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Rrobba - [Best Sig 2010]
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