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> > tarek2 Took me a while to understand the code. I couldn't see where you were inputting the range, but now see that you are doing it using the line of sight behaviour, which is very clever indeed. I didn't even consider doing that. Great stuff!
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> Hahha I can imagine hunting for that hiding part lol
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> Thank you, That's a little trick I use when I don't want to use the Overlap is very helpful and limits the Los Range for performance, what I notice in all my experiments with Line of Sight is the more you turn up the Range the more expensive it becomes even if is not in use by the events
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> I'm Glad, you like it, was really fun Puzzle to solve, if you have any questions that you don't understand in my Capx you can always ask me
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I do have one question, actually.
If I look at the tile in debug during a test; if the selection number = 1, and I click on it, it doesn't change the instance boolean "Checked" to true (1). However, if I pick a higher selection number, such as 5, and then click the exact same tile, it will change the check boolean to true.
Do you know why that is? Is that important? When I try to change the code so that it will allow such a thing to happen, things start breaking.
AnD4D you right I didn't count on that Possibility of one single Tile selected at the start of the Game I always counted with one Tile+
This problem would only happen if the first Tile selected at the start of the Game is only one anything more than one it wouldn't have that problem only happens if is the first tile of the Game selected, if the game was already started and you change to select 1 tile only it wouldn't have that problem as the tiles already active will take care of that
You can Easly fix this problem by adding one more action on Event 5
Sprite >>set Checked To True
That will fix it, I can comment the capx if you like if you have any trouble understanding how it works just let me know