How do I stop events automaticly deleting?

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Post » Wed Dec 24, 2014 12:48 pm

It actually takes place in the event sheet view - and you are looking to "replace object" first before any deletion.
In conjunction with event search (Ribbon - Event view), you can find all instances of the use of the object in your event sheet, replace the object, than finally deleting it.

It's mostly a matter of organisation as well, you shouldn't be going around and having to delete objects all that often.

It cannot be an option to not delete the code lines, as otherwise it would mess with the current code completion, syntax detector and overall the way Construct 2 works.
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Post » Wed Dec 24, 2014 2:17 pm

@Ashley, @kyatric,

I would love to see the relevant events disabled and flagged, rather than deleted.
the problem arises when you have objects that go across event-sheets. the search tools don't work for that and it's possible to see a forgotten dependency in a large piece of game logic get destroyed because you deleted an object.

so I understand why it's done the way its done, but it's a huge risk and i'm terrified of deleting objects because of it.

PS: backups of old versions are essential.

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Post » Wed Dec 24, 2014 2:54 pm

always make backup of your capx in other folder.
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Post » Wed Dec 24, 2014 11:20 pm

Kyatric wrote:It actually takes place in the event sheet view - and you are looking to "replace object" first before any deletion.
In conjunction with event search (Ribbon - Event view), you can find all instances of the use of the object in your event sheet, replace the object, than finally deleting it.

It's mostly a matter of organisation as well, you shouldn't be going around and having to delete objects all that often.

It cannot be an option to not delete the code lines, as otherwise it would mess with the current code completion, syntax detector and overall the way Construct 2 works.

@Ashley
But thats not how i work, i like to first delete everything and then replace it, thats how every programming language works too.
In many situations you are right that it doesnt make sense to keep the code, but in most places it does.
there should be a something like a short key CTRL+DEL that deletes the object but not the code and everyone would have then flexablity to choose
how he would like to delete his object.
Read this:
yeah, i really like to say that you should "Read this:"
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Post » Tue Dec 30, 2014 1:39 pm

I think a better solution would be improved tools to find all the references to an object, and then the editor can show you what's about to be removed before you remove it. (It's also undoable so if it suddenly breaks your game you can put it back.)

Allowing events for deleted objects is pretty complicated, since if you try to edit an event for a deleted object then I guess you want to still be able to see all its behaviors, families, container, variables etc. Also if you do actually want all its events removed, then you have another boring manual step of sifting through the project deleting all the missing-object events.
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