I mean there aren’t that many 3d features available in construct so trying to do anything beyond the obvious features will be more involved if possible at all.
For example even throwing a tomato in 3d becomes an involved multi part problem. Construct doesn’t really provide anything that would make it easier.
1. The tomato would need to be a sprite or a mesh. If a sprite you’d probably want to use a distort mesh so that you can have the sprite always face the camera. But only if the camera is set with the look at action. The camera rotate action makes it harder. Then if 3d there’s the problem of the limited number of 3d shapes. For that you’d either need a third party 3d plug-in, or do some trickery with distort meshes.
2. To move the tomato we’d need to do the physics from scratch. None of the behaviors will help here.
Off the top of my head the motion and basic ground plane collision detection would be this:
Every tick
— add gravity*dt to vz
— set x to self.x+vx*dt
— set y to self.y+vy*dt
— set z to self.z+vz*dt
Z<0
— destroy
To launch you’d set the starting z position, then set the velocity (vx,vy,vz) to the camera’s forward vector times some speed.
Anyways as you can see there is math involved. And the names of things are different in construct. Like zelevation instead of z. Plus you’ll want to set the project z scale from normalized to regular.
I know an example would be ideal but I feel like I’m re figuring out how to do it every time. As is it’s hard to just drop an answer without an example and have it be clear how to implement that into construct.