as tarkus said the best way would be to place the extra entities in the editor before you start, then when you collect the rune make it Spawn(#) the hidden entities (this can be done with a 'for' loop) and hide(#) or Destroy(#) the originals (depending on if you will want to swap back or not)
i suggest using a variable to store the name in the init(e) part of all the characters then you can easily reference them with the for loop by checking that variable is valid - then you dont need to remember the numbers yourself
(as weapon_name[#] is already part of the global i tend to use that)
so the rune script would look something like this
if rune == 1 then
entity = 0
for a = 1,4999 do
--check entity exists
if g_Entity[a] ~= nil then
--check it has a name
if weapon_name[a] ~= nil then
--check it is the correct name
if weapon_name[a] == "original" then
entity = entity + 1
Hide(a)
Destroy(a)
--store it's position so we can move the demon to the same place
xpos[entity] = g_Entity[a]['x']
ypos[entity] = g_Entity[a]['y']
zpos[entity] = g_Entity[a]['z']
end
end
end
end
entity = 0
for a = 1,4999 do
--check entity exists
if g_Entity[a] ~= nil then
--check it has a name
if weapon_name[a] ~= nil then
--check it is the correct name
if weapon_name[a] == "demon" then
entity = entity + 1
Spawn(a)
Show(a)
CollisionOff(a)
SetPosition(a,xpos[entity],ypos[entity],zpos[entity])
CollisionOn(a)
end
end
end
end
Destroy(e)
life\'s one big game
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