Kyatric's Forum Posts

  • I'd say Nimtrix's solution is the best.

    CC used to let you be able to do the same thing as you described, but Solid was an attribute, not a behavior.

    Make a family with the objects having the solid behavior, and check for the overlapping between bullet and the family.

  • I need to know is how to make it so that each bullet only sets their angle one time.

    After the "Create bullet" action, set the action "Bullet angle".

    Any action on a bullet after the "Create bullet" will apply to the newly created bullet and only this one.

  • Check the topics listed in the how do I FAQ about "Picking/selecting instances", this is all what it is about.

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  • Update your graphic card drivers and play with the "Pixel rounding" property of your projects.

    This "bug" happens on old graphic cards I believe.

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  • Because your first version used several "Start of layout" events.

    In the end they were combined to be only one.

    So it was like if you created instances, destroyed them, added some more, all in a row in a single tick.

    Once again it is a matter of order and how events work.

    Also in your current version, you don't need the event 3.

    Just have an action "Pawn _ Destroy" in the event 2 (on Destroyer clicked) it will delete/apply to all instances of pawn.

  • Here is your corrected example

    What's the point of spawning instances and destroying them in the same row anyway ?

    Also it had more to see with the order and how events work.

  • It gives some momentum impression.

    Anyway the idea is there, spot the moment in the cycleposition when you need to mirror the image.

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  • I use obj because each object has a few initial values such as name, mindag, maxdag, firerate, speed, ...

    Hold the initial values in an array and apply it on creation of the instance.

    Once again, obj.instanceVariable can act as the index for an array.at(obj.instanceVariable)

  • While sin is active

    Sin is always active in Sin City. ^^

    Cool not commented but explicit capx