Please open an issue in out tracker at github.com/Scirra/Construct-bugs/issues
Please include a project that reproduces the problem.
Please file an issue in our tracker.
github.com/Scirra/Construct-bugs/issues
Try to follow all the guidelines. We usually do our best to fix issues, but it is also usually much faster if you provide as much information as you can. Thank you.
I think a better way of solving this is sub classing.
construct.net/en/make-games/manuals/construct-3/scripting/guides/subclassing-instances
You still need to manage it yourself, but you can define a sub class of your own with an "isDestoyed" boolean property and in the "instancedestroy" or "destroy" events you just need to update it. No need to keep track of a Set or Map, which could get messy.
construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/iruntime
construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/object-interfaces/iobjectclass
construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/object-interfaces/iinstance
construct.net/en/make-games/manuals/construct-3/scripting/scripting-reference/interfaces/instance-event
You can either use the "instancedestroy" event of IRuntime, the "instancedestroy" event of IObjectClass, or the "destroy" event of IInstance.
Ej.
runtime.addEventListener("instancedestroy", (e) => { });
runtime.objects.Sprite.addEventListener("instancedestroy", (e) => { });
runtime.objects.Sprite.getFirstInstance().addEventListener("destroy", (e) => { });
The event on all of those handlers has an "instance" property which is the instance that was just destroyed.
If you want something like an "isDestroyed" property you can keep track of all created instances in a Set (you can use the "instancecreate" events of IRuntime and IObjectClass to see when something is created) and when something is destroyed, remove it from the Set. Later if some reference you have is not in the Set, you can assume it was destroyed.
I see the problem, those models use skinned meshes without any animations. We are not handling that correctly. At the moment those kind of models won't be very useful because the loading process expects to find everything it needs in the loaded files, no functionality to load animations separately yet.
It will probably take a while before we get to that as there already is a long laundry list of work associated with getting 3D models working smoothly with everything else in C3.
Since it's not strictly a bug, the best would be to make a suggestion in the suggestions platform github.com/Scirra/Construct-feature-requests, so at least it ends up written down somewhere. Given the amount of work we have already... I wouldn't be too optimistic about it getting implemented quickly.
Maybe it's better to open an issue in our tracker for the second problem.
github.com/Scirra/Construct-bugs
Usually it's best to do that for any issue because it's the only place where it is guaranteed that it will be seen and if it can't be solved right away at least it won't be forgotten.
This will be fixed in the next beta, it is the result of handling the rotation using quaternions to solve other issues.
2D will remain the main focus, but even getting a basic 3D feature set requires a lot of work!
The improvement is relatively minor, the big gain will come when we move the bulk of the work from the CPU into the GPU.
Please file an issue in our bug tracker so we can take a look into it. We have a lot of work so mentions of problems in other channels, like this comment section are easily overlooked.
Make sure to follow the guidelines as best as you can, it really does help when we are trying to fix problems!
No, it's not possible, at least not right now.
That is something that can be handled through event sheet logic though, when the flow lands on a given node you can process it and decide if an output is available or not. If it's not, it effectively is like disabling the node that is linked to it at runtime.
The feature is similar to commenting lines of code, a quick way to turn something on/off without outright deleting or disconnecting it.
I just remembered I did include the option for empty tiles to be ignored in the editor. You have to press ALT when drawing.
Disabling outputs in the editor is a convenience more than anything else, to avoid outright deleting a part of a flowchart if you are not sure if you want to keep it around or not.
It's also the first step to being able to disable entire nodes of a flowchart, also for convenience.
I don't think there will be events to disable outputs at runtime because that would just fall into how the information in the flowchart is consumed. If your runtime logic says an output shouldn't be followed, then it effectively is disabled.
Well, I guess this is what beta releases are for... sigh. The "Invalid indexes" parameter will be working as expected in the next release.
Member since 24 Apr, 2015
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