lionz's Recent Forum Activity

  • my lightning reaches its destination and the monster has moved, it simply stays put, not dying. The way I tried to go about this was something like "If move-to destination reached and no Monster collision detected, then destroy lightning" but it doesn't seem to activate...

    Please show the event you made for this.

    For the second event from looking I think you filtered the instances down to the one the lightning is overlapping then tried to pick all again. If it's a sub event you can open the picking again with pick all instances first then add the logic pick a random instance where UID is eclair variable.

  • I don't see why that would be the reason. You are talking about adding to a global variable? If you placed all chests on top of each other and the ball collided it would still add 1 to the variable for all chests hit.

  • Yes an Else would also work in this case. For 'not overlapping' you add the 'is overlapping' event and right click on it, select invert.

  • Well you have at least two conflicting events. One which says when attacking set animation to attack, while at the same time another says set animation to the player state. Cannot set them both at once so you'll have to stick with one of those methods.

  • And the problem is?

  • Even if you collided with multiple chests at the same time it would still run logic for all of them I would imagine if you had an event on collision with chest. You can check that by adding some logging.

  • During the gameplay around the same time as saving the game to a slot you would save the important stats to local storage. When you launch the game/app you would load the local storage items on the save slot screen which would be the data to display. When you click the slot to load it would load the saved game, no need to load the variables at that point as they are included.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/local-storage

  • I guess they're going to be picking random throughout the game as well? Better to lock them out from being picked by having a 'chosen' variable, set it true/false etc when an operator has picked it to a find a path to.

  • I don't see an on start of layout event so for this you can run a special function, maybe pick all operators and get them to find a path? Depends how your game works.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Yes again picking, you need to pick the operator in the function that sends them home. Sort out this for all your logic to pick the correct one.

  • Which bit? Looks like it should work. The width thing is separate but should also work but there may be bugs.

  • You need to also specify the operator. Since you run the timer from a pathfinding condition you can send the operator UID through the function as a parameter. Then within the function you can say 'pick operator where UID = param'.

lionz's avatar

lionz

Member since 5 Aug, 2013

Twitter
lionz has 79 followers

Trophy Case

  • 12-Year Club
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • Enduring Visitor Visited Construct.net 90 days in a row
  • Unrelenting Visitor Visited Construct.net 180 days in a row
  • Continuous Visitor Visited Construct.net 365 days in a row
  • RTFM Read the fabulous manual
  • Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

25/44
How to earn trophies