lionz's Recent Forum Activity

  • On destroyed should be instead of the system condition pick the spawn zone and say spawnzone.UID = enemy.var

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  • Those events need changing a bit. Get rid of the on created events. On the top event where you spawn the object here you should set the enemy variable to spawnzone.UID and also add 1 to the spawn zone variable. Also you need to get used to pick conditions with objects not System. Use the object and use compare variable.

    To explain the problem in more detail - when you use enemy on created : set variable to spawnpoint.UID again you haven't picked a spawnpoint. It doesn't assume the one it spawned from when it is a new event. You should try and do as much as possible in the event where the instances were picked.

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  • It's because the enemies don't relate to any particular spawn point. When you kill an enemy you say to reduce the spawn point variable by 1 for all spawn points. What you can do is have an instance variable on the enemies that upon being created is set to the spawn point UID from where it came. Then an enemy is related to a spawn point. Then you can say enemy on destroyed with another condition, enemy.variable=spawnzone.UID : reduce spawn zone count.

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  • I was helping someone recently with this and made a quick basic one which demonstrates how to manipulate the array, check it out dropbox.com/s/od0v0uhft2zsebu/inv%20array.c3p

  • Well it looks like an admob problem, you need to contact them

  • Are you saying the loop is working though? Even if the picking is fixed, I don't think finding a path every tick is going to work. I would try and bring it to a more simple approach than what I'm seeing in the screenshot which is embedded chaos. Also I'm wondering why do you need 2 identical families? That was possibly the start of the problems.

  • What do the events look like? You can create invisible sprites and check if player is overlapping.

  • Pick using the sprite 2 object - compare instance variable

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lionz

Member since 5 Aug, 2013

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