Aawesome's Forum Posts

  • 9 posts
  • Yes, but how do I make the large one stop in its tracks and just stop continuing. I assume it runs the large one once (with a lot of wait for signals). I want to completely delete that process in its tracks to stop it, because it has a lot of wait for signals, and I don't want that to stay there for next time because they might start to overlap.

  • Again I don't know what event you mean. If you want to stop something from happening when health drops to 0 then make an event to change a different global variable from 0 to 1 if health drops to 0. Then the events you don't want to run if this happens you can add the condition that the variable is 0 because when it changes to 1 it'll never run. So that locks out those event for the rest of the game if that's what you want.

    Let me rephrase this because yeah it's a bit confusing.

    Take this event:

    cdn.discordapp.com/attachments/852976600068784148/1092831850671648778/screnshot-2.png

    We'll call this the BossfightSequence.

    I want that to run every time the level changes to a certain number. Only once though. Running that once, every time the level changes.

    HOWEVER, when the health reaches 0, in this condition (https://cdn.discordapp.com/attachments/852976600068784148/1092831850919104542/actualscrenshot-1.png), I want the previous one (BossfightSequence) to completely halt, and pretend that it never existed, meaning only the new events in the health reach 0 event fire.

  • The major bossfight one. My problem is, I want to stop that entire line of events from continuing if at ANY point the health drops to 0.

  • Nope, don't think of it as trigger once forever, it's trigger once 'at the time' or when true/triggered. If your boss HP goes back to 500 and again drops to 0 then that event would trigger again, but once.

    Alright. But what about the other one? I want to be able to stop that "trigger once" (in the other image) whenever the health reaches 0. How would I do that?

  • A trigger once on its own doesn't mean too much, you should add it to the triggering event to turn it into a trigger once, such as the enemy's hp dropping to 0.

    But doesn't that mean it won't run more than once? Because that enemy is going to be back to hp 500 after a few more levels.

  • Hi!

    I have a problem:

    I want something to trigger once during a boss fight sequence, but I also want another event to be able to detect when the boss is dead and then set the level to something else.

    The problem is, when I kill the boss, it does change the level, but it seems like the other trigger once is still running.

    And I know that the trigger once is a temporary fix, because I want it to actually trigger multiple times every time the level changes to the boss fight level (my game allows you to keep playing and have the fights get harder over time).

    Basically, I don't want it to rack up that event every single tick, and I also don't want it to only trigger a single time.

    Since this is very long, here's the "code":

    (for some reason the image uploading isn't working)

    cdn.discordapp.com/attachments/852976600068784148/1092831850919104542/actualscrenshot-1.png

    cdn.discordapp.com/attachments/852976600068784148/1092831850671648778/screnshot-2.png

  • Is the top event "Level =9" under a trigger once?

    If not then your Timer is resetting each tick that's why it never triggers.

    You could do something like:

    Huh, it was! It was under a check for if the level had changed.

    I moved the on timer away and it worked. Thanks!

  • Here's a screen recording I took of the debug window:

    screenrec.com/share/j9oHa7BmAX

    And an image of nothing being printed:

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Hi guys!

    Here's my problem:

    - I've made a timer behavior on an empty sprite (added to the workspace)

    - I add a "On Timer"

    - It doesn't trigger.

    In the debug mode, I can see that the timer behavior IS repeating.

  • 9 posts