lionz's Forum Posts

  • I use layer locking like you mentioned and selecting in the objects bar you can see where it is.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Is because you have several instances that match the condition where id=3 and some have no audio assigned so it picks the blank instance. Make sure that only one of the text objects is true for the id, I can see several where id=3 it is likely the same for id=4 and 7.

  • Also I don't think you need a for loop, do the actions at the very top work or are they also broken ? I think you just need for each F_Store, and add the picking condition as I mentioned and should be ok.

  • From what I can see you've placed the text boxes over the store panels but in terms of code they don't relate to each other. At the moment it looks like because the text doesn't relate to any F_Store it will change all the texts each iteration of the loop and thats why it sets the final value to all.

    When you set text it has to pull the data from the related F_Store object, so this is done with conditions. It could be 'text overlapping F_Store' then it knows which one to choose, or you could set a family instance var on the F_Store object and the text object for IDs which match and then pick in that way where text.ID = F_Store.ID.

  • And those problems are? Please add as much as info as possible when requesting help.

  • Yes should be if logCQ greater than 0 -> set animation to "Load "&logCQ

    Remember the space after load so the name is an exact match.

  • Is it definitely playing attack when you're in the air ? There could be interference from jump or run animation. I would replace collision with 'is overlapping' so it is checking more often.

  • You probably don't want to spawn a bullet every tick, instead on the left conditions add an 'every X seconds' condition so you can create a firing rate.

  • It does not work you mean the variable ? Or you mean it does not type anything ? Check the actions for 2nd layout are on the correct event sheet or one linked to the 2nd layout.

  • You could use IID which is unique identifier of each instance starting at 0. So using a global variable to compare with, you have an event that always highlights the instance where object.iid=globalvariable, the first instance at IID 0 would be selected. When you press tab you add 1 to the global variable so it moves between them. You would need one additional bit of logic where gv is higher than the number of objects so that would be something like gv = object.count - > set gv to 0, to cycle back round to the first one. Because IID is kind of creation order the selection might seem random to the player but I did ask.

  • It's simple to do but you didn't mention how they should be ordered. The 'next' object relates to what?

  • You need to pick the instance properly with a condition like 'slab on collision with player' then any action applied to slab such as set enabled true will apply to the one that collided with the player.

  • Worked it out name should be ItemPosition.At(InventorySlot.SlotID,0)

  • Ok i had a look at the file you are referring to loading data from the array when you load into a level. Looks like your condition is wrong in that function should be 'for each inventory slot' I think that's all you need to get going.

  • I meant logic like this construct.net/en/tutorials/savegames-11