Rhindon's Recent Forum Activity

  • Jase00 - :) Thanks for the vote!

    Ashley - I suppose I can see that (barely, as I don't have the programming expertise like you do...but I understand).

    The work-around, though, I think will fit what I have in mind perfectly. I know of the !=...er, whatever you call that instruction (I can't remember), but I'm not used to using it. Thank you. :)

  • I'm sure there a work-around for what I have in mind, but is it possible to add a trigger that checks for the moment the value of a variable changes?

    For instance, in my stealth game, I may have my enemy chasing me. I have a variable that states "Is enemy chasing player?" - True.

    But there are times before and after where both are False. I want to test the moment the pursuit is lost.

    The reason in my example is because before pursuit, the chase condition is false, but I don't want the follow-up actions to take place BEFORE the chase has even started. I need a test that says THE MOMENT WHEN the value changes and pursuit has been lost.

    Does this seem like a viable option to add? Thanks. :)

  • Whoooaaaa! :D Just the concept alone grabbed my attention!

  • Darklinki - Thank you for your help. You kinda lost me with the shirt examples but I truly appreciate the examples all the same. :)

    Ashley - Gotcha. Thank you! :) Next up...a post requesting help to understand how For Each loops are rendered at/during runtime. LOL (I'm trying to peek UNDER the hood to see how the engine does its thing. That's why all these "basic" questions. Trying to see where the limits are for each event and function, and where I need to add other instructions to compensate.)

  • Panacea - lol Don't feel bad, man. I've noticed that C2, despite its amazing ease of ACCESS, also has that odd effect of creating steep learning curves...namely in teachings us that the obvious is hardest to see when it's staring dead in the face.

    I'm very familiar with C2 now, but I'm STILL learning tons and facing lots of obstacles in the process. The celebration here is that now you've got something else under your belt of tricks. :)

  • The rep amounts are not final, so if anyone has suggestions on how to balance it more let me know.

    Also can add other ways to obtain rep, but sometimes its technically not possible to add them all in.

    What about a feature similar to Yahoo Answers and other like sites? Particularly when a help request is given and the original poster finds one or several replies quite helpful or fully answers the request. Those who reply can also receive a little extra rep (say, just one rep point) by OTHERS who read the post and also find the input helpful.

    This, I think, would encourage quality feedback and given even, perhaps, those who just TRY to offer help a chance to garner rewards.

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  • Well, THAT's a relief. I think the rep system is fun.

    ...I'm still just hoping I get my Quick Draw badge FINALLY since I was in the top three downloaders in a recent release.

    But the updates are appreciated. :)

  • Say I have the following:

    -> Event | Condition

    --> Sub-event | Condition

    -> Else

    I understand that Else will take effect if the previous Event was false. In this case, does the Else wait for the Event or Sub-event to be false, since both come prior. However, to my thinking, the Sub-event is still part of the main Event, so it shouldn't matter, yes/no?

    So...let's say......

    -> Event | Condition TRUE

    --> Sub-event | Condition FALSE

    -> Else ...?...

    Similarly...

    -> Event | Condition FALSE

    --> Sub-event | Condition Doesn't run...

    -> Else TRUE......right?

    How does the Sub-event's true/false status play into the outcome of the Else condition since both the Event and Else are on the same level? Is the Sub-event viewed as an extension of the Event in the eyes of Else, or is the Sub-event still part of the Event and factor into the overall true/false?

    Additionally...

    I'm using a For Each to check the conditions of each instance of an object. Some instances may have true statements, others false. Will the Else condition take that into account?

    -> For Each | Instance 0 TRUE

    -> Else ...?...

    -> For Each | Instance 1 FALSE

    -> Else ...?...

    Thank you for your help!

  • If the clue IS still on the badge description page as it says the "clue is right here", then I'm really stumped...

  • I messaged Wrangler for help (he wrote a tutorial using Pathfinding) and he said he seemed to get my .capx to work by setting the Pathfinding cell size to 0. You might want to tweek your settings, as well... See if that helps.

  • stratospheres - Yeah, that's what I'm experiencing, too. My latest effort shows some odd behavior by my enemy object...likes he's constantly trying to find a new path when I'm in range. But it also ignores walls that I've identified as obstacles (including regenerating the obstacle map). I'm wondering if I haven't put the regen map action in the wrong spot...

  • ramones - Really? With the Custom Objects in effect? I tested it when toggled on and off and it only worked when I had the Obstacles set to Solids. I can't help but think there's a factor in the order of the behavior's events/actions that I'm missing...

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Rhindon

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