Human_Being's Forum Posts

  • 12 posts
  • nevermind i figured it out, i found this post, which helped me. i just added another tag that the two objects were the same, then put the exclude object to that tag

    construct.net/en/forum/construct-3/how-do-i-8/set-multiple-solid-tags-event-185926

  • hi, i have an object in my game that is suppose to be able to go through 2 certain solid objects. i used the collision filtering action and excluded the two objects that are supposed to be excluded, but only the second one gets excluded, how can i fix this?

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  • I was gonna use that for something later in my game, for stuff like changing the screen shown on pause, so like I would add a sub event for and arrow pressed, making it so that if shift is down, and right arrow is pressed, I go to the right pause screen, or if left arrow is pressed, the screen goes left.

    I'm just not that far into coding the game yet

  • thanks for the advice, i just figured out the problem, i checked for other events that made the problem happen, like you said, but i didnt have any (i used ctrl f so i didnt skip anything), but after i spent some time looking i remembered i changed some code a long time ago for the pause screen, so i changed it back and now it looks like this:

    when the bug was happening, the button down and pause visible events were together like this:

    I'm not sure why its like that, and while it was together the pause screen worked fine for a while, which is confusing me, but at least its working now, and thanks again

  • I have a pause screen that has when its visible, the timescale is 0, but my enemy objects keep moving and do whatever they were coded, even if I disable the group of code for them they keep moving, how do I fix this?

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  • thank you! it worked perfectly

  • I have a code that is really long (its for part of a cutscene) and I was wondering if it could be made into a smaller block of code, which would take up less space and could help me with some cutscenes in the future.

  • SOLVED

    thanks for the help dop2000! i figured out what was wrong. when the sword first spawns, it starts at 0 degrees, then goes to the correct angle as soon as the spawn finishes. the swordshot would spawn before the angle change happens because the two events happened at the same time. so what i did was i put the "signal" action at the end of every "set angle to" for the sword, then a "wait for signal" before the "spawn object" so that the swordshot always spawns after the swords angle is set. in case that didnt make sense, i have a screenshot here on the code that i made that made the game work:

    i think this is it

    its events 39-43 in the screenshot that i was talking about above, and i put the rest of that code group in along with it.

  • so i got the 45 degree problem fixed, but now its only going to the right, i got the screenshots here:

    coding:

    preview:

    i think these are the right screenshots

  • thank you! ill try to fix those

  • sorry dop2000, i dont think i was specific enough, or i didnt understand what you meant, the problem wasnt the animation, but the bullet direction of the beam (example:i want it to move at 0 degrees, but it moves at 45, or i want 90 degrees, but its 135 and so on). i got a couple pictures of this here:

    the coding:

    the preview:

  • im working on a game like zelda, the sword is supposed to shoot kindof a beam, but it wont stop going about 45 degrees extra of where it should shoot. the beam uses bullet behavior.

  • 12 posts