lionz's Recent Forum Activity

  • Which add layer event?

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  • Yes 'on collision' is better here

  • Check if you unticked 'enable collisions' on Fire. In theory yes if MagicBeam is working then Fire should do the same thing.

  • You'll need to pay for Construct 3 to access what I was referring to,'Families'. you can put all your bullet objects in a family and call it one time for all. It's so you don't need to do repeat events for many objects. More info in the manual!

    From your last response I see that you want to keep an angle for shooting until you change weapons so yeah a global variable is a good idea, as it is the equipped weapon rather than the bullet. You can also have the equipped weapon as the variable so if weapon ='weaponA' and shoot key is pressed then spawn bullets at a certain angle.

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  • Use 'bullet on created' to set the angle. If all bullets are going to do the same thing and the problem here is referencing them then you can put all bullet objects into a bullet family and say 'bullet(family) on created' set angle to value, of course this option is only if all bullets do the same thing where the only issue was that you couldn't pick the bullet, otherwise use the bullet object itself to set the desired gameplay for each.

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  • You may have misunderstood the sub event because you added an every tick, but because the top level is a trigger once click event it will trigger once. Because you toggle the variable in that same event it might not have changed by the time it gets to that condition. Probably you want to scroll the camera straight away anyway on click, not with a variable condition. Try moving the actions and condition up to the main section so it is one event.

  • What is the current problem though? If they are not attacking it could be influenced by other events which are true at the same time as being set to 'attacking'

  • That is still my answer I think scrap that file and start again, keep it simple. Also the design has not really been explained, what is 'combining items'? Do you mean a crafting system using two items to make one item? If you mean this, I use a simple array, you can look for the name of the first item in the array and check the name of the second item against the second column to craft what is in the third column.

  • Wrap behaviour should accomplish what you are describing. Please share an example of this moving slowly.

  • Check out this for some ideas. You drag and drop the enemy to start an attack sequence. You should avoid using system conditions including the trigger once. On your last screenshot there is no reason to set a status on collision then start a timer based on the status condition, you should just start the timer on collision, status can still be changed in the one event.

    dropbox.com/scl/fi/kr9ccbs0vwtd806gyydc6/enemytimer.c3p

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lionz

Member since 5 Aug, 2013

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