newt's Recent Forum Activity

  • "When you develop intricate processes that aren't just simple events like these examples, the order of every single step through the process matters- you can't afford to break away and assume it will work with everything else."

    What if a user destroys that object in the same event? What if a user destroys some other instance in the same event?

    What if it's created from a family? What if a user creates yet another instance in a subevent?

  • We have the Timer behavior. It only triggers when at the end however.

    Rex has one that runs at the beginning, or end, and has a choice for timescale.

    -"Is changed", "Is incrementing" and "Is decrementing" = system compare

  • When the ai has los to the object you trigger an event that creates a point, or points on a circle. There are two ways to do it.

    Create a list of points to follow, while its still has los, meaning you have to restart the list at some point.

    Or pick a single point on a circle, move it, then find another point of that circle, while it still has los.

  • Well there's always the first thing I suggested.

    Set the z on creation.

    Anyway, I'll keep giving workarounds for feature requests, you don't have to use them.

  • tunepunk

    Don't use a function for new objects.

    It used to work that way, but it was changed at some point.

  • I'm not seeing the delay.

  • Functions are called before the event even finishes, so new objects don't exist yet officially.

  • You have to break picking in the creation event.

    A function should suffice.

    on function, sprite, do fo0

    No pick all.

    Edit:

    Never mind the function, use a global.

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  • yea, tunepunk is right- on create doesn't include the new objects in any picking.

    in these events for example, nothing gets rotated:

    Might want to recheck that.

    As is, any instance in the layout already will be rotated.

    Pick all negates the on create pick, and picks everything else.

    Remove the pick all, and all instances get rotated when created.

  • Why, does that have some way of providing a position for my enemy to move to that I've been missing so far?

    That's what it does.

    The problem with the pathfinding behavior is that it makes the object turn to the angle of motion before it moves.

    So basically you would have to split up a circle, and find a path to each point of the circumference.

    That's not hard, but it's incredibly wasteful.

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newt

Member since 12 Nov, 2008

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