lionz's Recent Forum Activity

  • 'On show ad success' triggers when they finish viewing it so I guess at the end of a reward ad? Not really tested it though.

  • Do you mean the js scripting? Post questions in here : construct.net/en/forum/construct-3/scripting-51

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  • I can see it on 164.3 stable and 165 beta.

  • It's still there for me - system : for each(ordered)

  • That looks fine, although not sure why the short wait is required before setting the variable to 1? You could also use a timer instead of a wait.

  • Else is fine if you have only two outcomes. 'wait 0 seconds' is used if you have more complex logic. You can't use else if you have three possible outcomes because you will find yourself with the original problem.

  • You just need to 'wait for the next tick' because both action in the same tick. So before the set cameramode to X actions, you add 'system wait 0 seconds'.

  • Sounds like you have the right idea. I wouldn't say there was a tutorial for this except where the manual guides you through making a simple array. The best way would be to give each player an ID as mentioned and that ID relates to the row in the array, so player 1 is always x = 1 which is array.at(1,?) and then the Y is the values you mentioned. Because you know there are limited number of players you can setup the rows beforehand. You could even add data dynamically while they are choosing a class for example, if they are assigned player 1, as they select class the array.at(1,1) would update to reflect their class but that might not be entirely necessary. Then once you are in the level you use a for loop to run through each row and create each piece in turn with one event so create object name array.at(loopindex,0), class array.at(loopindex,1) and colour array.at(loopindex,2), that works for all players.

  • I don't see any logic that triggers on collision. Anyway your brain conditions run constantly, you need to make it a trigger once choice on collision.

  • Make the cell border larger, and verify that the collision box of the obstacles is the size of the object and not smaller.

  • Such as? When you collide you can pick out the two instances using what I mentioned and then whenever you reference the object it is referring to the one picked.

  • Great, glad it's resolved.

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lionz

Member since 5 Aug, 2013

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