99Instances2Go's Forum Posts

  • Most value evaluating conditions pair up with expressions.

    There is the condition Sprite > Compare X and its pairing expression Sprite.X.

    So, u can use Sprite > Compare X .. or System > Compare two values (using Sprite.X).

    The first one will filter the picklist (SOL), de second one will not filter the picklist.

    There is a reason why i started like this.

    Because in the same logic ....

    You have the condition System > Pick nth Instance and its pairing expression sprite(nth).xxxxx

    'nth' is in fact the IID for an instance of an object in a certain picklist (SOL), it is a zero based index, and it is a number.

    If you have all instances of an object picked, this IID represents also the order that they are created.

    And now some more background info.

    Some conditions (but also expressions) have only a meaning when used with a certain condition.

    The condition 'pick nth instance' has no meaning without a condition that actual picks items (make a SOL), so sprite(nth).xxxxx has no meaning without a pick.

    The expresssion loopindex("i") has not meaning without a loop condition.

    The expression array.curX has no meaning without a 'for each element' condition.

    So, for you to adress an nth instance by instance(nth).xxxx, you should use a 'pick all' (althaught for only 1 line of code as in your example this is redunctant).

    Then using the expression goes like this ...

    "Email: " & input(0).Text & " / Password: " & input(1).Text

    Beeing 0 the IDD of the first instance of the sprite input, 1 the IDD of the second sprite input.

    You can use logical expressions. Like :

    input.InputType = "Email" ? 1 : 0

    But it is a bit weird to use this to return an IID.

  • , you can attatch the LOS behavior more then once to a sprite, with differend obstacles set.

  • The function is 'pauzed'.

    The postponed actions are not.

    Use System > timescale.

    (Change the rate time passes at in the game. Useful for slow-motion or pausing effects.)

  • behavior-moveto_t63156

    But it is easyer to install rexrainbow 's repo manager. Do not forget to run it as admin.

    It installs his plugins and behaviors on the right place. Pretty convienent to update the plugins too.

    app-my-plugins-repository-v2_t69775

    Straight download:

    https://skydrive.live.com/redir?resid=7 ... 51glaa8VVE

  • Is this what you mean ?

    The flying with that spaceship ?

    Subscribe to Construct videos now
  • Besides that this solution is perfect, i cringe by the idea of encouraging the use of 'wait'.

    Using 'wait' brings you for kinda sure to the forum for help.

  • I had a hard time to figure out that the 'idle' animation kept kicking in.

    I forgot the logic by now, but, can you set the idle boolean 'on animation ended' animation > the climb up animation ?

  • This is a simple model of the method you use.

    https://drive.google.com/open?id=0B1SSu ... kRqa3k5ems

    That works flawless, as you see. So, your model is correct.

    Look at the variable pathsFound, it adds 1 to it each time a path is found.

    Now, look at your capx.

    https://drive.google.com/open?id=0B1SSu ... TFCb2RfLVk

    I added the same variable (this time called 'PATH'). You can see it in a text box in the right corner.

    Notice that is runs like crazy.

    Or, kinda EACH tick it finds a path. And before it can move, it finds again a new path.

    I would solve this for you, but you have so many events that force the Roc to find a path that it is kinda impossible. I dont know/understand your game logic.

    So, some where in all those events, there is 1 or more events that is/are almost always true, forcing the Roc to find a new path almost every tick. It does not have the time to move on the path before it again gets a new path.

    I gave you the tools (this variable) to debug that yourself. I also placed markers on each node of the found path.

  • If they are the same as the boundingbox, you can calculate them with the BBox... expressions.

    Dont think you can acces them them straight forward.

    What about setting imagepoints ?

    Maybe this plugin ?

  • Functions dont run 'top down'. See the 'call' as a collapsed code of the 'on'. Function just run as they where 'in place'.

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  • Is the Roc you talk about created in event 49 ?

  • So, or rotate the sprite in the image editor 90 degrees clock wards. And account for that in your other events.

    Or, set its angle to angle(sprite.X,Sprite.Y,mouse.X,mouse.Y) + 90 ... (every tick)

  • There is an old plugin. Dont know if it still works.

    There is a simple example, without plugin.

  • System has a 'signal' action & condition.

    It is usefull. But not in the way that you expect.

    The 'draw system' needs room and time to do its thing. You dont see it in your events, yet it is there in way that you can not overlook it. It usely draws the screen at the end of the event.

    So, when you change a sprite, and you expect to see it changing, you can not cage the changes in a loop. You need to pass the end of the event sheet, to let it draw, and start from top again. That = 1 tick.