dop2000's Recent Forum Activity

  • When speed=0, there is no motion, that's why "Set angle of motion" has no effect.

    You can wait till the object gain some speed, or add an action "Set bullet speed to 0.01" before setting angle of motion.

  • Oh, sorry, I didn't know they changed it in C3.

  • All Rex's addons are here:

    https://c2rexplugins.weebly.com/map.html

    And I think 'PlayLive' is this guy:

    https://www.scirra.com/users/nandynho

    You can ask him or search his posts.

  • [quote:1exxm20z]X axis indicates 'UID' of objects.

    So do you actually store UIDs in the array or do you use UID as an index for X axis?

    For example when you do Array Set At(5,0) to 99 - does it mean that UID of the 5th object's is 99, or does it mean that object with UID=5 has HP=99?

    If you use UID as X-index and don't actually store it in the array, then you can't sort it!

    If you do store UID in the array, you can swap columns 0 and 1 and sort, then swap them back.

    Here is a demo:

    https://www.dropbox.com/s/88wse8qyrr3ys ... .capx?dl=0

    For other methods, see this post:

    viewtopic.php?f=147&t=67745

    Also, why do you need this array anyway? In C2 many things you normally would do with arrays, can be done much easier without them!

    You can store all these values (HP, size etc) in instance variables. And then you can sort them any way you like using "System->For each (ordered)" and similar events.

  • So what exactly is your question? Do you need to identify which instance belongs to which group? You can do this with Object.Pin.PinnedUID expression, although it would be easier to use an instance variable like GroupID.

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  • I googled this, looks like the biggest number in Construct is 9223372036854776000, which I think is less than 10^19, that's why last two events don't work.

    So you need to invent some other way to work with such big numbers.

    Maybe at some point in the game when the number of coins is already quite big (10^10 or so) and player doesn't care about hundreds and thousands, you can remove 6 last digits from the number and start counting in millions?

  • There are many ways to do this - you can use Bullet behavior, 8-Direction behavior, or simply change sprite position on every tick.

    However the best and easiest way to do this is with MoveTo addon, you can download it from this link:

    https://github.com/rexrainbow/C3RexDoc/tree/master/repo

  • Any advice? any tutorial or document?

    Several hundreds of them! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://www.scirra.com/tutorials/all

  • Ok, you can disable collisions and disable Platform behavior.

    Or you can add another condition to your "Enemy on collision with character" event, something like this:

    Enemy on collision with Character

    Character compare variable Health>0 -> Character set Health=0

    This way this event will only be triggered if the character is alive.

  • You can use your method for separating digits:

    SysExt.ToDecimalMark(int(cash)) & "." & zeropad(Cents,2)

  • variable Cents=0

    Set Cents to round((cash-int(cash))*100)

    Set text "txt_cash" to -> int(cash) & "." & zeropad(Cents,2)

  • You can't read collision polygon size, but you can get image points position. So the solution would be to define 2 image points on each frame and then adjust your physics object accordingly.

    Use sprite.imagepointX(mage point number or name here) and sprite.imagepointY() expressions.

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dop2000

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