Yes you can have a attribute integer called trigger or whatever you want to call it and say when attribute trigger =1 move or whatever you want it to do:)
Sometimes what I do is make a 1x1 'trigger' actor. In my game I have a lot of stats to keep track of. I keep them on an actor level. I use a few game.attributes to 'carry' them to a new actor. So on the actor I want to have the stats I would do something like
When collide with 1pixel actor Change attribute.
self.HP to game.HP self. Damage to game.Damage
I won't get into why I needed this, but you see the point. You can make trigger actors that spawn on top of your recieving actor. The only rule you need in the trigger actor is:
Timer: after .1sec (make sure completion is checked) Destroy
Comments
When collide with 1pixel actor Change attribute.
self.HP to game.HP
self. Damage to game.Damage
I won't get into why I needed this, but you see the point. You can make trigger actors that spawn on top of your recieving actor. The only rule you need in the trigger actor is:
Timer:
after .1sec (make sure completion is checked)
Destroy
Maybe this helps.
Cheers, Weswog
Cheers, Weswog