dop2000's Recent Forum Activity

  • You need to pick enemy instances which you want to kill. There are many ways to do this and picking by UID is rarely necessary.

    Please provide more information of post a screenshot of your code.

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  • I'm not sure I can answer your question. Your game is pretty complex, and while switching to hierarchies has probably made things a bit cleaner and more organized, it's still a complex system.

    All I can do is share how I would probably approach this task:

    1. Pick all moleks that are still in the hierarchy (i.e. children of Chemic). First, set attached = false for all of them.
    2. For each molek in the hierarchy that is directly overlapping (touching) Chemic: set attached = true.
    3. For each molek in the hierarchy with attached=false: check if it’s overlapping another molek with attached=true. If so, change its attached to true. (You might need to use a family: “Molek is overlapping MolekFamily.”)
    4. Repeat previous step until none such moleks left.
    5. Any remaining moleks in the hierarchy that still have attached=false at this point have broken off from the chain. Remove them from the hierarchy and launch them away.
  • Molek On Destroyed condition picks only one molek instance - the one being destroyed. If you need to process other instances in a sub-event, you need to add "Pick all Molek" as the top condition. Be aware, that the original instance is not completely destroyed yet at this point! So the "For each" loop will process it too, unless you exclude it somehow or wait till the end of the tick.

    So the easiest fix is this:

    + Molek: On destroyed -> Wait 0 seconds
    ----+ System: Pick all Molek
    ----+ System: For each Molek
    
    
  • I'm not sure what you mean by element? There are family members (object types), and there are instances of those objects — which are also considered family instances.

    You can certainly loop through all existing family instances using For Each.

    But if you need to iterate over all object types in a family (even if no instances of them exist on the layout), you’ll need to use JavaScript. As far as I know, that's not possible with events.

  • When you create a family instance, it should create a random member - spriteA, spriteB, or spriteC.

  • That's probably because of this event:

    + System: On start of layout
    -> System: Wait 1.0 seconds
    -> gun: Set position to (slot1.X, slot1.Y)
    -> System: Wait 1.0 seconds
    

    If you need to move guns to their corresponding slots, you need to pick the correct slot instance for each gun instance.

    For each Gun
    Slot compare slotID=Gun.slot : Gun Set position to (slot1.X, slot1.Y)
    
  • Look at the instance properties on the left panel - you need to fill in the values for slotID and slot instance variables. 1 for the first slot, 2 for the second etc. And the same for weapons.

    You can do this manually in the editor, or you can do this with events, for example, when a new weapon is picked up, find an empty slot and assign the weapon to that slotID

  • Did you set the correct values in slotID and slot variables for all sprites?

    If this doesn't help, please share your project file.

  • I think the easiest fix would be Mode: Exclude and Mode: Include

    -> Sprite: Set solid collision filter to Include "tag"

    -> Sprite: Set solid collision filter to Exclude "another_tag"

  • Yes, a sub-event without a condition. You can selected the parent event and press B. Or create any event and remove its condition.

  • It's easier with families and instance variables.

    dropbox.com/scl/fi/npuiuyccucqb6ul0hra6m/SwapGunsInSlots.c3p

    If you are using C2, open the project in free version of C3 to see how it's made.

  • 1pt font size is extremely small, I'm sure that's why it's not working correctly.

    Try setting negative values for the line height, like -5

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dop2000

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