Multiple Event Sheets?

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Very simple code without excess options (15 events for server and 11 events for client)
  • For some reason when I updated my .cap to use multiple event sheets (one for the world and things I wouldn't be using elsewhere, one for the player, and one for the general physics stuff so I could just include it), it bugged out a lot of 'private' data sharing as global stuff. A prime example of this being that whenever I fired a bullet, my player would suddenly acquire the bullets velocity and glide forward until he touched something, upon which point he was removed and the .exe crashed (along with construct, destroying my changes - thankfully I didn't save it, but it would have been useful)

    As I had not saved the changes, I have no .cap to upload. I will try to replicate them later, since I'm actually trying to make something right now and the multiple event sheets was just an attempt at better organization.

  • The key thing is to reproduce this, I thought event sheets might not be bulletproof yet. If you can reproduce it in a .cap fire it off in an email to ashley@scirra.com and I'll take a look.

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  • The key thing is to reproduce this, I thought event sheets might not be bulletproof yet. If you can reproduce it in a .cap fire it off in an email to ashley@scirra.com and I'll take a look.

    I'll re-split my event sheets and see if it does it again later today.

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