dop2000's Forum Posts

  • No, unless you are running some heavy code on start of the layout.

  • No, it restarts the current layout.

    It also resets event groups - something I only discovered recently.

  • when these timers trigger it randomly makes the wrong ones begin an action meant for a different boat.

    What action? Events 20-21 look good to me, you need "For each" there. The hooks should be created and attached to each boat correctly - you can check this in the debugger.

    Perhaps some other events ignore the fishing state?

    Some names on your screenshots are truncated. Is there only one "crew_b..." family?

    Can you share the project file?

  • That's why I asked to post a screenshot of the code :) The forum always makes a mess of it.

  • You can add it to the same event:

    Boat On Timer "arrived"
    For each Boat 
    

    But your issue may be caused by something else. Can you post a screenshot of your code and explain what exactly goes wrong?

  • Yes, "On timer" can trigger for multiple instances, if their timers expire at the same moment. The easiest solution is to add "For each" condition.

  • You need to store the current SFX volume in a variable and use that variable when playing new sounds.

    I suggest creating an AudioPlay function and calling it whenever you need to play a sound. Inside the function, you can calculate the volume correctly based on the tag and game settings. This also would make it easier to modify the entire sound system later — you won’t have to go through all your individual "Play" actions every time you want to change something, like renaming a tag or adjusting the volume.

  • With Local Storage you can save anything you want and delete any keys you want. So yes, you can save any number of slots.

  • Don't use automatic targeting - don’t add entire objects as targets. Instead, use the 'Acquire target' action for each turret/target.

    You can track targets in an array, but I’d suggest using instance variables instead. For example, a NumberOfAttackers variable on a tank could store how many turrets are currently firing at it.

    When picking a new target for a turret, look for tanks in range with the lowest NumberOfAttackers value.

    Check out this example on how to use 'Acquire target':

    howtoconstructdemos.com/how-to-limit-the-angle-of-view-for-turret-behavior

  • How old is the project? Does it use any addons? Try updating the addons to the latest version. Make a backup copy of the project before experimenting!

  • By the way, is that WebView jank issue fixed now? They said the rollout was supposed to happen at the end of July.

  • This could easily be resolved by setting it to resize 2 pixels instead of 1 and making it longer intervals, but that would make it more choppy

    Your game or app should produce the same results regardless of the framerate. Some people will run it at 240 fps, others at 60 or maybe even 30. Then your "Every 1/120 seconds" condition won't work. If you want to resize the object properly with events, do it on every tick and make sure to use delta-time.

    I would suggest using the Tween behavior instead - it's a lot easier. You just set the target size and time and it will resize the object properly. One added bonus is that you can choose a nice easing effect.

  • So you are writing the file with NWjs plugin? Can you show a screenshot of the code?

    And you really need to free up some space, 2GB is not sustainable.

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  • You can use two LiteTweens - one for X movement (linear) and another for Y (OutCubic + ping-pong). Or MoveTo for X and LiteTween for Y.