Aphex's Forum Posts

  • no prob scidave, i have managed it to work, finally... pheww my head was nearly exploding

  • well i just managed to get them to the point i wanted,

    i used nested loops, but i had to setup a run once event on the top loop, and now i cant do what i planned,

    so i want the physic of enemy1(force) go to the position and continue go to that position

    here's the cab,

    http://www.4shared.com/file/137366871/9 ... /loop.html

    thanx for reply's

  • basicly i create 10 points

    then i create 10 ships

    then i say 10 ships go to .x .y of the 10points

    so how would i say in the

    for 10 ships go to location x y , and each go to the 10 different points

    they all go to the same point, so its a picking problem, but dont know how to fix it

  • nobody? im really stuck on this

  • i have two different loops, one to setup 10 targetpoints and i gave them a pv "index" of indexloop

    and one to create 10 instances and gave them a pv "index"

    how would i get the multiple instances each go to one of the targetpoints

    i would like to sort tru the instances "index" and say go to targetpoint.x targetpoint.y

    but i cant figure out how to pick the correct targetpoint from the 1st loop, how would you write that?

  • 1*10 = 10

    2*10= 20

    3*10 = 30

    h�h�, yeah i could thanx

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  • i would like to make some points created in a loop and give them a different position

    like

    instance"indexloop" set position to targetposition + 10

    but i need a temp var to set the 10 to like 20 every loop

    by adding to the temp var every loop

    i dont wanna create a private var for it, as the loop can be multi - activated at the same time

    as it would overwrite its value

    or would it? can i create a private var "i" for example and will it work for every loop

  • thanx for the help, i thought when i collided with family and i give family somthing to do, the whole family would do it, but its just the one in the collision event

    i also found that with system collision advanced, you can pick on of the two in collison, you could get it to work with that too

  • as i do think the wiki is the best way to make a list, its harder to update and less interactive, as you need a different login, and do you need some kind off admin rights?

    it could be cool even that someone just puts an event that he/she dont know how to do it ,

    and later some experts just fill the blanks ,

    but at the same time its important thats it stays clean and to the point

    maybe the devs can make a sticky forum post where you can post a long list of things you dont know how to do, and hopefully that gets answered, and this post is put in de wiki list,

    thats gonne need some cleaning, as some things will be the same, but i think its the best way,

    also expert can make there own list of code snippets

    just thinking out loud here...

  • thanx, i didn't think of colliding with family, but when i use that i still can't give them each a seperate action

    and i cant use more family's because i cant control what family's will collide

    say that i want each sprite to move to a different location when colliding

    or can i give the one that collides with family a pv and the one in the family a pv?

  • if 2 instances collide how do you give them each another action to do?

    the instances where created in runtime, so i can't give them a fixed number, my problem is mostly how can i pick them apart?

  • hey all!

    new to construct, great program, been heavily trying it out for a week or two

    but im finding it hard to find the basic things i need.

    so here some suggestions what could be helpfull

    i would like to see an comparisment between normal code typing and eventcoding

    how do they compare, and how do you arrange things

    how is everything translated and in what order IF .... && .... while .. break loop

    like how would you put this in events

    for (var i=0; i < targets.Length; i++)

    some basic examples of use

    loop examples - while - for - or

    working with multiple object creation, what do you need to know

    unique id examples and when do you use them

    a how to? section > like a f.a.q (keeping it short and direct, no tutorials)

    how to spawn two enemy's with different speedsetting from the same object

    condition(s) > actions and maybe a cap attachement

    • how to spawn ten different enemy's
    • how to random choose between execution of action

    all code snippets that can be used in different cases, and this could grow fast thru the community

    because it doesn't take as much time as a complete tutorial.

    its hard to open all kind off caps to see is there some code you need or could use

    thx