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You could argue that enable/disable Persist behaviour kind of defeats the purpose of it. This is probably why that option doesn't exist. The action 'reset persisted objects' is useful for doing a restart but as for turning it on and off during the game I'm not sure why you would need that.
Hi so what do you need help with ?
If you mean the built in array file loaded into an array object then you use the array actions such as array.at(0,0). Also you can check in debug view if the array object is populated with the values as expected.
Did a bunch of investigation on this as there are a lot of flows to trace though and found the cause, your Equip_Slot default value for EquippedID is the text "" instead of empty. So you need to remove the default value of that variable in the layout.
I think the code doesn't help, better to share the file. However what you are describing sounds very convoluted for an item swap, there must be a simpler way? Let me know exactly what you need and I can make an example with an inventory.
Ya that was because it's running all events in the same tick and the timer one is true by the time it gets to it. The wait can work or you can use an Else - right key is pressed and sub event : timer is running then dash, Else start timer.
You could start a very short timer and say if the right key is pressed and timer is running then do the dash.
Let's see the move events for the Robber
Move To is a separate behaviour. To make use of the obstacles, which I think you can just add once by the way like on start of layout, you should move with Pathfinding behaviour and find a path to the player.
Yes if that plugin is available it does look suitable as a kind of 'create object by name' of the Construct 2 era. With this you may be able to chop it down a lot as you would with create by object, where you send the monster.var through as a parameter and spawn object type 'nickname'.
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Member since 5 Aug, 2013