Is it possible to change the sprite an entity uses at all? Currently we have scenes set up with all possible sprites for certain entities in place, with most of them just inactive. Depending on certain variables, the respective entities are made active or inactive upon entry into the scene.
However would it be possible for something like this to be implemented?
ENTITY {
NAME="door"
CAPTION=""
ACTIVE=TRUE
X=823
Y=390
SCALABLE=FALSE
INTERACTIVE=FALSE
COLORABLE=FALSE
EDITOR_SELECTED=FALSE
WALK_TO_X=0
WALK_TO_Y=0
SPRITE="path\door"+variable+".sprite"
}
So that the one entity could load a number of sprites when the scene is entered? Obviously this doesn't work currently but would it be possible in the future perhaps? This would allow us to have multiple sprites in a directory such as doorOne.sprite, doorTwo.sprite etc and then if there was a variable entitled "DoorNumber" that stored these strings, it would load automatically. Of course that would also be dependent on if these files are interpreted at runtime whenever you enter a scene...
Currently we just do
if(blah blah == true)
{
var1 = Scene.GetNode("node1");
var2 = Scene.GetNode("node2");
var3 = Scene.GetNode("node3");
var4 = Scene.GetNode("node4");
var5 = Scene.GetNode("node5");
var1.Active = true
var2.Active = false
var3.Active = true
var4.Active = false
var5.Active = true
}
else if(blah blah)
{
//similar code with same vars here
}
This seems fairly inefficient to us however to do it like this. Anyway, just curious if anything similar to what I suggested is possible, or if it could be requested for the future.
Thanks again for all your generosity and kindness Mneumonic.