You can probably do this with Paster, but you'll have to do a lot of the work yourself.
Look closer at my example. You aren't doing the same thing.
Pick by comparison:
Object: Sprite
Expression: Sprite.AnimationName="Play" | Sprite.AnimationName="Hello" | Sprite.AnimationName="Flower" | Sprite.AnimationName="Rabbit"
Comparison: Equal to
Value : 1
File->Preferences->Reset dialogs
http://www.blackhornettechnologies.com/ ... elper.capx
Use a Family. It's easier to differentiate the sighter from the sightee.
Either use Destroy on Start of layout, or place them in an extra Layout, just for assets.
I have this from some other thread. The only thing to remember is that setting the return value does not return from the function at that point - unlike most languages. It only sets up the value to be read when the function ends.
http://www.blackhornettechnologies.com/ ... ample.capx
Add a For each HazardKamikaze before the event so that you pick each individually.
You aren't meant to edit the exported code. You need to alter the source.
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There's an example over here:
No, that was just debugging.
int() or floor()
http://www.blackhornettechnologies.com/ ... e_UID.capx
Send the UID of the object to the function, then use Pick by UID to pick it first.