lionz's Forum Posts

  • That's kind of an entirely different question because you said you've already set it up. You could check the manual on arrays, they are simple to use but difficult to explain everything in a forum post. There are also existing posts on inventories using arrays and tutorials available.

  • Ah yeah seems to be correct then, nice! Looks solid to me, there isn't much possbility for bugs. Only problem would be if the condition about less than 0 objects runs before you have the chance to spawn the enemy and spawn point into the level so make sure any spawn actions are done earlier.

  • That's better. I was formulating a response about how the picked count actions must be in the same event. You won't need the Else though because you are picking a number of instances and if it's 0 then EnemyCount will be 0.

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  • On the pick condition where the value is rgb, change rgb to rgbex255

  • This doesn't make much sense, could you rephrase or add more info. The values you provided don't add up to 12 but even ignoring that I don't see how instances with those values relate to a team of 5 players. The title of the post doesn't really match anything I've read.

  • What is the logic that you've used for collecting and storing items?

  • You need to grab the X and the value from the first array, then you run an 'array 2 contains value', this gives you 3 if it returns false. If true, then you run the further check, find the X of the passed value in the second array, if it matches the passed X from array 1 then returns 1 else it's 2.

  • If you've done 1 then you should be able to do 2 because 2 would just be an Else on 1.

  • You need to actually type the word 'angle' before the brackets

  • System > pick all instances

  • Hmm not sure what you can do wrong, did you type angle with the brackets like in the format above?

  • Put any of the objects that fit the description into a Family and say 'on collision with Family'

  • That expression is for 'set angle' not 'set angle to position'

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  • You can add bullet behaviour and set movement angle towards player