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Pixelthief

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17th January, 2008 at 14:04:14 -

is it in ANY way possible to "instantly" destroy an object in a line of code? I'm having the problem that with my save/load engine, it will malfunction because the total number of active objects breaks TGF's limit; first I destroy every object on the field, then I load all the new ones. The problem, is that TGF doesn't seem to de-index a destroyed object until the entire stack has resolved each frame, meaning its impossible to say destroy 256 objects, then create 256 objects. Whenever an object is given a "Destroy" command, it will exist all the way through the stack.

Is there any way, or any extensions, or any other means to instantly destroy objects without having to go an entire frame? My only workaround is to have a single frame delay between each create/destroy event, which while with my current engine will only take up 2-3 frames tops, could be detrimental in other projects. I'd rather be able to process everything within a single stack run through the editor, not having to put in artificial waits just to let TGF process the fact the objects no longer exist.


On a side note, does anyone know where the TGF 1000 global values and 1000 global string objects store their tables? I noticed its not program sensitive and all data will be preserved unless you wipe the entire index (a command the string version lacks). So I just want to know where all the phantom data is being stored :-/

 
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Pixelthief

Dedicated klik scientist

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Game of the Week WinnerWeekly Picture Me This Winner!You've Been Circy'd!VIP MemberI like Aliens!Evil klikerThe SpinsterI donated an open source project
18th January, 2008 at 22:04:15 -

this could make for a somewhat useful extension, i guess

 
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DaVince

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19th January, 2008 at 05:15:22 -

I guess objects are really only removed at the end of a frame's running code, meaning even after it rendered, so this is an internal MMF thing you can't get around. Start creating your objects on the next frame.

 
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