Kashin Ginn's Recent Forum Activity

  • lionz

    From the manual,

    If a trigger is in a sub-event, all of its parent event's conditions must be true at the time the trigger fires, otherwise the event will not run.

    I do remember seeing a post mentioning that triggers should be kept at the top level. However, based on testing and the current manual, I don't think moving the trigger to the top level is necessarily the best solution in this case.

    And yes, filtering/picking first can work better when you're dealing with two different object types rather than instances of the same object type, so that may have been what was happening in your case.

  • lionz My solution works because it picks the instance before the collision trigger is evaluated.

    I'm pretty sure On collision is unordered in C2/C3. Because of that, having On collision and EnemyState = ENEMY_STATE_KICKED in the same event doesn't guarantee the picked Enemy is the kicked one. If Construct happens to pick the other instance for that collision pair, the condition fails.

  • A collision is only checked once per pair of instances. It doesn't evaluate both "A collides with B" and "B collides with A" as separate events... they're the same collision. As a result, only one instance ends up being picked, and in your case it may not be the one where EnemyState = ENEMY_STATE_KICKED. It happens in C2 as well... I don't think the dev will fix it though.

    But here's another fix for it apart from overlapping

    As for the 2nd issue... I can't seem to reproduce it

  • Tom Cool!

    While you're at it, could you please also take a look at some of the smaller website issues? There are a few easy fixes that have been pending for a while, mostly on the addon pages. It would be great to see those cleaned up as well.

    GitHub

  • Tom Exactly like alastair said. For example if I check your profile by clicking on your name, it says "THIS PROFILE IS PRIVATE". This wasn't the case before.

  • A minimum of atleast 2 mobile devices and 2 PCs plz

    I also noticed that the URL to the profile section is private now... why?

  • I think no one has a solution...

    It's better you report it here.

  • I never realized we had this behavior..

    The issue is that the Flock action needs to run every tick so the boids continuously update their movement. In your project, it's only being called when the F key is pressed, so the flocking logic runs just once instead of continuously.

    You also need to destroy charBirdSil on start of layout and create another one at a proper position once. Then it will work.

  • Not sure what you mean or what exactly the problem is...

    You uploaded only 1 file (New project.caproj)

    You should upload the whole project folder or save it as single file then upload it again.

  • Hey, no problem! Don't worry about it.

    I'm active on the forum most of the time, so if you have any issues or questions, just post them and I'll be glad to help when I'm available.

  • Obviously, only the "Blink" timer issue was fixed. Your visual blinking animation still isn't working because the "isShinning" boolean never gets turned off properly.

    Lines 281, 283, and 284 appear to be unnecessary, so you can disable them.

    Assuming you want to set GlowingFirefly's visibility based on the Firefly's boolean..., you should pick by comparison like this.

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  • I meant after the fix I mentioned...

    But here's what needs to be updated.

    Line 281 has every random(0.3,0.8) where the time is smaller then your timer "Blink" which is random(1,2), so it will restart the timer "Blink" in less than 1 sec and your timer will not be triggered.

    That should be it..., nothing should stop the timer "Blink"

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Kashin Ginn

Member since 27 Apr, 2024

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