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| 04 May 2015 09:14 AM |
| If a script clones something but is then removed is there anyway to retrieve the clone it made? |
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| 04 May 2015 09:27 AM |
Parent.Script
EDUH
Why is that mirror broken? Oh, It's just my face. xD |
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| 04 May 2015 09:40 AM |
| How would that work when the script is removed? |
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| 04 May 2015 09:43 AM |
| What are you trying to do? |
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ganger800
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| Joined: 06 Dec 2012 |
| Total Posts: 427 |
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| 04 May 2015 09:45 AM |
I think you want something like this:
save the reference to the object in a global table (or send it to another script before the creating script is destroyed)
something like: _G["object"] = clonedItem
however you need to save the reference somewhere if you want to track it (otherwise its lost, or you can search again where you put it with parent) |
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| 04 May 2015 09:46 AM |
| When a player enters the game a model is cloned removed via a script in a brick, I want to be able to retrieve the clone after the brick in which the script is inside is removed. |
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| 04 May 2015 09:53 AM |
| What?! I have no idea what you mean. I need to know WHAT you want not how you are trying to do it. Because how you're trying to do it makes no sense. |
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| 04 May 2015 09:56 AM |
@meon you have to save the clone somewhere
global table, any sort of storage, etc.
Mewo. |
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| 04 May 2015 09:57 AM |
Player enters game, script clones a model and removes it, script is eventually removed.
How would I go about retrieving the clone after it is removed; do I need to send it somewhere? If so where? |
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