lionz's Forum Posts

  • Hiya, I guess the player is always at the same angle which is what 'move forward' uses for direction, you are likely using mirrored/not mirrored for the animations. So you can say if looking right(not mirrored?) then move forward 25 pixels, if looking left(if mirrored), move forward -25 pixels. They would be sub events of the press button event.

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  • When you die you just restart the layout, you need to ask it to load from the slot same as when you are outside the layout.

  • Usually that only triggers if you're trying to find a path with a bunch of obstacles around the location. Although you are finding a path to a very small space, only 20 pixels out either side, it should still move there. It could possibly fail if the soldiers are solid or obstacles themselves..

  • Not sure on this one, logic seems fine. Right click doesn't seem to interfere with anything. Check that the soldiers are definitely 'selected' I suppose, that the selection box logic has worked. There might also be a small chance the green selection object isn't hooked up correctly, so it's visible but that soldier is not actually selected, you can check the boolean in debug mode for each soldier.

  • Logic seems fine, except the for each is kind of redundant. Post a screenshot of the new events.

  • If it's working as intended then that's good, we'll say resolved :P

  • Move along path is done a little differently. You have find path for soldiers, keep that the same, then in a different event you have soldier on path found > move along path.

  • Tile movement behaviour is disabled?

  • There are several ways to do it I guess but a simple one would be to toggle a variable. In the FloorDraw function but outside of the for each loop, set a variable to 1. Then at the bottom you have your for each loop to run when variable=1. At the end of the for each loop you set the variable back to 0 so it runs once.

    Also your nested loop seems a bit wrong there, it will run both loops for each instance in turn, so you probably need to separate those out and have them run in order, not sure of its purpose though so couldn't say 100%.

  • Flying sharks should be a feature

  • Functions are bad for picking. For the first problem area, you'll need to move the events up to the for each for it to refer to each isotile in turn, assuming that's what you want.

    For the second problem area where it's in a function within a function, you can send the isotile UID through IsoSort as a parameter, and on IsoSort function reference IsoTile where IsoTile.UID = function.param(0). As it stands, it does not refer to any particular IsoTile.

    And just as final clarification, it runs everything in the for each loop first, so runs through those isotile creations, then moves down to event 24 and beyond without any specific isotile picked. Not sure on what the logic is doing, specifically the meaning of the perspective variable but that should hopefully give you some idea.

  • Are there other killer objects than the one you are creating in that event? If not then you're picking objects that are not created yet. Create them first then pick them and move them with the button press.

  • What's 'On completed', AJAX? Do you know for sure it has completed, did you try other actions to verify?

  • That's correct, let's see a screenshot of how you set it up. The order is on start of layout, sub event : pick random instance of marker > action : set player to marker.

    If you have the actual event set up correctly then the problem could be with a number of things, maybe the markers haven't been created yet when you go to pick one etc.

  • Oh right, well that should be fairly easy. This project uses some kind of wait of 0.33 seconds then stops the player, take out the wait and you will move constantly. As for stopping by a wall, you can copy the logic the ghosts are using for checking they are offset against a wall and apply it to the player. If you understand the project file then should it be fairly easy to tweak.