dop2000's Recent Forum Activity

  • No, don't use "Trigger once" - it won't work correctly with multiple enemies.

    Play reloading sound only when a particular event happens, for example the enemy arrives to the reloading spot (Pathfinding On Arrived). Or when it starts the reloading animation.

  • In some cases it is easier to use a variable, I often do this in my projects. For example, when firing a weapon set cooldownTime to time+0.5

    There are many advantages of using Timer behavior though. You can pause/resume/cancel it. It conveniently triggers "On Timer" event for each instance. It works correctly when you change object's time scale. It has several expressions allowing to get the total or remaining time. And finally, you can run many timers, even with dynamically assigned tags.

  • It's an elementary school level math..

    A+B*id

    If you want the make the initial delay shorter, change A.

    If you want to make the delay between instances shorter, change B.

  • Just reduce or remove 2.5s

    The interval between circles will remain 1.5s

  • Have you tried changing the values in that formula?

    2.5 seconds + object.id*1.5 seconds

  • Array is not needed. You can do all that with instance variables. Say, set a variable isClicked to 1 when player clicks the circle. Then you'll be able to pick all circles with isClicked=1 to display them.

    Do you know why it's taking so long to start the sequence? It's one of the timer event values, right?

    You are starting the timer for 2.5+object.id*1.5 seconds. So for the first instance it will trigger in 4 seconds, for the second in 5.5 and so on.

  • Like I said, you needed to add "Object id=0" condition above "Pick random".

    Instead of seq variable you can use loopindex.

    And remove "Trigger once" from all events! "Trigger once" not needed there and it can only cause problems when used incorrectly, for example inside loops.

  • "https://website.com/?name=" & PlayerName & "&score=" & GameScore

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  • I can't help you because it's important to know the order of events, how they are organized on the event sheet, and it's difficult to see when you post the code as text. At least make a screenshot.

    If I had to guess, your "Pick a random instance" condition sometimes picks an instance which has already been picked before. Try adding "Object compare variable id=0" just above "Pick random".

  • It says it enhances collision detection - cool - Do you know what that means/does?

    I don't know the inner workings, but I guess it improves collision detection for fast moving physics objects, perhaps makes more checks per frame or something like that.

    Make sure you don't change position or angle of physics objects directly (by actions like Set Angle or Set Position), and you don't use other behaviors like Bullet or Rotate. Physics objects should only be controlled with physics actions.

  • Frankly, I don't quite understand what exactly you are trying to do. (I never played Simon Says)

    You need to post your project file and the detailed description of the issue.

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dop2000

Member since 26 May, 2016

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