Aeal5566's Forum Posts

  • Sweeeet

    damnit I wanted to do this one but I could never get the SDK to compile with VS9 Express =(

    Downloading

    Edit: Nice... but could it be a behavior instead? I think it'd be much more useful that way (for AI, for example, each instance having its own state). I have no idea how hard it would be to turn it into a behavior though

    its not too bad. I will get around to it I have the basics there its just a matter of doing a few things in the SDK

  • I could change that nothing too hard to change. That is better terminology, I couldn't think of what to call those lol.

  • There is an example cap included with the plugin files.

  • State Machine Plugin v.90 beta.

    Actions:

    ->Add State

    Params : State name. Starting State.

    Description: Adds a new state with the given name. State names are case sensitive so Lol is different from lol.

    -> Switch State

    Params: State Name.

    Description: Switches the named state IE lol is false lol will become true when the state is switched.

    Conditions

    ->State is True

    Params: State Name

    Description: Returns if the state is true. Invert the condition if you want to see if the state is false.

    -> On State Deactivated

    Params: State Name

    Description: Triggers when a state goes from True To False.

    -> On State Activated

    Params: State Name

    Description: Triggers when the state goes from False To True.

    -> On State Toggled

    Params: State Name

    Description: Triggers when the state toggles.

    v.91 up dates

    [add] - On State Toggle

    [add] - You can now set the default state value

    [change] - Now called state deactivated and activated.

    ___________________________________________________________________________________

    Planned additions :

    -> Set default state when you add a state. - done

    -> Make state Params case insensitive.

    -> In IDE addition of States.

    -> Adaptation to a behavior.

    -> On State Toggled. -done

    Any other suggestions or Ideas post here. Any bugs or problems post here as well.

    Get It Here

  • Why not just use containers if you want each enemy to have a health bar?

  • The builds are marked as Stable and Unstable. The latest Stable builds are the ones up on the sites while the latest unstable builds are only on the forums.

  • Congrats good to see some more mods.

  • Dont worry Im not calling them that way lol I know they take params I looked at the definitions. It took me a bit to download the SVN i was just asking about how the generateEvent function knew which triggered event to trigger. So I would call the GenerateEvent(info.id, 3, this) if it is the 3rd condition defined in the ACETable.cpp right?

  • How do i distuguish between the two triggered events in the generate event call?

    void ExtObject::aSwitchState(LPVAL params)
    {
    
    	for( int i = 0; i< (int) stateVector.size(); i++)
    	{
    		state tempState = stateVector[i]
    		CString tempString = params[0].GetString();
    
    		if( strcmp(tempState.name, tempString) == 0)
    		{
    			if(tempState.state)
    			{
    				tempState.currentState = false;
                                    GenerateEvent(); // how do the GenerateEvent() calls distiguish between the two?
    				// call the true to false trigger here
    				
    			}
    			else
    			{
    				tempState.currentState = true;
    				GenerateEvent();
    				// call the false to true trigger here
    			}
    
    		}
    
    	}
    }[/code:3bbpr97n]
  • Ok so when a state changes from true to false or from false to true I want to generate a triggered event. I know that I use the flag CND_TRIGGERED and the generateEvent() call. but what would the ADDCND function look like because the event is generated in the switch action.

    if( strcmp(tempState.name, tempString) =0)
    		{
    			if(tempState.state)
    			{
    				tempState.currentState = false;
    
    				// call the true to false trigger here
    				
    			}
    			else
    			{
    				tempState.currentState = true;
    				// call the false to true trigger here
    			}
    
    		}[/code:13g8hh22]
  • It would dosent make much sense because it would increase the amount of variables needed for 1 variable. and it would end up essentially doing the same thing as the clamp function anyways.

  • I think the clamp function already does that, not sure though....

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  • Ok, Ashley.

    I create a OS in Windows XP, the name is : Conix.

    They have their own system applications

    That is not an OS an OS is much more complicated. It manages resources, it interacts directly with the hardware. By default anything that runs in windows or uses windows for anything is not an OS, because you need an OS to run it. As Ashley said it is not possible to make an OS in construct, to make an OS you would need to learn Assembler.

  • As long as you have the global variable set. then yes it will persist after leaving the layout.

  • Do you mean that you want each pixel to be taken away when the object is hit cause that is diffrent then destroying the object. You should go though the ghost shooter tutorial to get an idea of how construct works....