Tsardall's Forum Posts

  • You can know if you text will fit in a text box using for exemple:

    • TextBox.Height < TextBox.TextHeight

    Then you could add an action that either change the Text Size so it fits or use it to know the max amount of characters you can put before it wont display.

  • I have an issue where when there is more than 1 instance of a sprite, "set face to use image of (sprite)" doesn't pick the right instance no matter what:

    Here the correct sprite is picked, as the billboard spawned with it is correctly Added as Child and the Entity_UID variable of billboard stores the right UID. Only the "set face to use image of (sprite)" doesn't pick the right instance.

    Here it is the same issue, pin behavior is fine, Entity_UID variable too, only "set face to use image of (sprite)" doesn't pick the right sprite.

    one Potential solution I have found: putting the billboard in a container with the sprite, but doing so would mean that I would need different Billboard 3d objects for each new sprite type I creat.

    Thank you for your help.

  • SOLVED:

    There is no way to solve the issue without script.

    Found the solution on https://github.com/Scirra/Construct-bugs/issues/7896

    given by WilsonPercival.

    General code to put as subevent:

    	const Your3DObject = runtime.objects.Your3DObject .getFirstInstance();
    	const YourFamily= runtime.objects.YourFamily.getFirstPickedInstance();
    
    	Your3DObject .setFaceObject("left[i](or other)[/i]", YourFamily.objectType);
    
  • The picking of the object on "SET FACE OBJECT" action doesnt work.

    It cannot take the right instance of the family even when picking with an UID.

    The event works with the first object in my family but not the second.

    Thank you.

  • Thank you a lot, will try that!!

  • I set an object with MoveTo Behavior that as a 3D camera that follows its position and look down (like a 2d camera). The mouse position are write when I check in debug mode, but (still in debug mode) when I check the behavior that is supposed to have (mouse.x, mouse.y) has its target the y coordinate don't have the same number sa the True Mouse Position.

    And the x coordinates are weird to but kinda fonctionnal.

    How do I fix that?

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  • I re-made everything using "Is on screen" condition and it worked. I have no idea why I was not able to make it work the first time.

    Anyway thank you!

  • When looking to see if a certain object is visible in the screen with this condition, It doesn't really work well. I also try with using a 2d sprite on a 2d layer and checking if this sprite is over the specified object but it's still working weird and is inconsistant. Is there an other way of checking if objects are on screen with a 3d camera?

  • Solved: It was just the fault of the chromebook, in Windows you can just drag and drop the file into a Construct 3 tab and it will open like normal.

  • I was using a chromebook and save my project multiple time before, but now my project is a.zip and when I click on "open projects" construct 3 can't find the file since it's not .c3p

    Thank you.

  • So using an array would be the best way. Does this method also works with multiple colour expending? So the same situation but instead of only one red patch there would also be a blue and a yellow one.

    Also how do I do I define "valid locations" since the map will evolve the valiud locations will also change.

  • Exemple:

    So in this case, I need to pick a random tile (every few seconds) around the red tiles and change them to red. and this until there is no more place for red tiles to spread.

    Thank you

    Tagged:

  • How do I check adjacent tiles when one is clicked? Can I do mouse(x,y)+10 (and after) -10 and after convert it into tile position?

    But I dont need all the adjacent to be of the right tiles

  • But I can't compare the position of the tiles since it could be any tiles, no specific values.

    So I can't replace "A" and "B" with numbers in:

    distance(Tilemap.TileToPositionX(Ax), Tilemap.TileToPositionY(Ay), Mouse.X, Mouse.y)<(32*1.5).

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