somerandomteen's Forum Posts

  • 6 posts
  • but thats exactly what I'm trying to avoid, thats why my code is cluttered. I don't want copy the same events over and over with only one thing changed

  • so basically, I have a game with 2 players and also summons

    all players and summons have the same health bar and damage taking mechanic

    so I have the family "allies" with "health" variable, covering all players and summons

    but I also want the 2 players to heal to full health at the end of each game round. but not any summons, so I have the family "2players", but I can't assign health to them, I don't want to assign health to them I just want them to use the health bar variable that they already have

    is there any way to get around having to make a separate event for each player

    (this isn't the only example of this, solving this would save me dozens of events)

  • I solved it :), just needed "repeat for each"

  • construct.net/en/free-online-games/asteroids-game-63469/play

    this is the game, reload the game until you see the green bullets and select them (there are only 4 base weapons it shouldn't take too long)

    that is a much older version of the game but the current version I'm working with has the same problem. Instead the bullets all seek the nearest object to the mouse, which isn't really what I want but works as a substitute. instead I want them all to target independently, and whichever object is closest to each bullet

  • ok, multiple spaces don't work here, but it was meant to look like this

    a . . 1

    b . . 2

    c. . 3

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  • I want to make it so an object will target the nearest object, for multiple reasons, be it homing, dodging, or aiming. but construct likes to group events and I don't know how to undo that

    lets say I have objects a,b,c and targets 1,2,3. objects abc are all the same type, 123 are also all the same type

    a 1

    b 2

    c 3

    ideally a targets 1, b targets 2, and c targets 3, since that is the closest to each one. but instead a,b, and c all target 3 because it is the closest target of a type to an object of a type.

    Can I fix this somehow? maybe a way to make events that run for every single object of a type and ignore all other instances of that object

    currently I'm working with "pick nearest to enemy.x, enemy.y" which is causing the problem

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  • 6 posts