[bug (nope, solved)] local spawn broken ?

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cromcrom
Posts: 549
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Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

[bug (nope, solved)] local spawn broken ?

Post by cromcrom »

Hello.
It seems that

Code: Select all

local objecttomodify = spawn("dagger")
do spawn a dagger, while it seems it was supposed to create a ghost that we could set the properties of.

However now, it does spawn this item. I can set the properties, but when I reload the game, the set properties are gone, and I have a standard item.

Any ideas or confirmations ?
Last edited by cromcrom on Tue Nov 25, 2014 12:49 am, edited 1 time in total.
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NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: [bug ?] local spawn broken ?

Post by NutJob »

I dynamically create my entire module with spawn without setting a single entity in it [a map] (much like how Scotty does his in his procedural module). So, yes, spawn works and any property can be changed, removed, and added (createComponent), and no, I don't lose "settings/values" on the objects created.
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cromcrom
Posts: 549
Joined: Tue Sep 11, 2012 7:16 am
Location: Chateauroux in a socialist s#!$*&% formerly known as "France"

Re: [bug (nope, solved)] local spawn broken ?

Post by cromcrom »

Awww well, thanks, I checked, saving and reloading indeed do keep the properties, while pressing F5 returns the properties to basic. False alarm, thanks again.
A trip of a thousand leagues starts with a step.
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