CJD's Forum Posts

  • Now I can add recoil separately from the accuracy of the gun, just to be more realistic.

    I may make a " How do I " page that answers this question and shows how to make everything in my game.

  • Now for anyone curious as to how it looks: Here you go.

    https://i.gyazo.com/88d53f0324aaf87b852915118259339c.gif

  • Okay so it did work, I had to make some adjustments to how it's done, instead of using bullet angle I just used the default angle thingy.

    For the shotgun nonsense I just put a trigger once, so that's wrapped up and doesn't do it anymore.

    So, for those of you whom are curious it seems bullet angle works best with a randomizer constantly changing its current value, say it stored somewhere as a number variable.

    I didn't do that here, because that'd be bulkier, I think.

    I simply used angle and what I wrote was this:

    " Gun.Angle + int(random(10, -10)) "

    Gun.angle is where the gun is facing, make sure it has a second image point thats set to the end of the barrel.

    Then you put a plus and ADD the randomizer of your choice.

    All I have to say is I love it when I end up fixing my own problems.

    Always use debug ladies and gentlemen, always; Otherwise you'll spend a year like I did trying to figure this out on my own before giving into using forms.

    ( Which isn't bad, always ask for help even if its literally copy and pasting code. )

  • Ok so I found something quirky with this, apparently more than one bullet is spawned even though, the event itself only spawns in ONE bullet.

    I'm going to tinker with this, if this just so happens to be the problem, I'm going to laugh.

    Trying to add a Trigger once while true event while this happens, see if that fixes it.

    Then I'm going to share how I fixed it to everyone here so that if another person has this problem; I can show them how to fix it.

  • There is one thing wrong, I want inaccuracy, Spread, bloom whatever you'd like to call it.

    I don't want a shotgun I want a single bullet to be fired from the gun with inaccuracies to it.

    I know my phrasing is off; Pardon me.

  • Currently I've tried

    " Gun.Angle + int(random(10, -10)) "

    &

    " int(Gun.Angle + random(10, -10)) "

    Both do the same thing just written differently with the result shown in the gif below.

    Hoping this gif works...

    https://i.gyazo.com/e23b28a0e88ed3b9ab107558699a10d2.gif

  • Okay, so I have checked a metric crud ton of forms out there and they all have similar "solutions" to my problem, note I had that in quotes.

    They seem to work for other people, but I have a particular case that prevents what other people have work for them work here.

    Like for example people say to randomize the face in which the player is facing by small margins then fire a projectile which has its motion unchanged its just the angle the player was facing that changes the direction its fired giving the illusion of spread, but I am not doing that because the gun is SEPARATE from the player.

    So, I'm forced to do the real deal.

    I am spawning in a bullet, upon creation that bullet has its angle of motion changed according to a random number

    ( I used all the randomizers out there, with similar results; )

    so either itd be floor(random(x,x)), round(random(x,x)), int(random(x,x)) Whatever:

    If there is a error in any of these examples, don't mention it as it's not the point.

    They all work to make the trajectory random: But thats the problem.

    I want the direction the gun is facing PLUS a randomizer.

    So you fire it forwards? Okay, add a 10 degree randomizer IN THAT DIRECTION.

    That is the desired effect: Now clearly, I can't do this with a randomizer alone: I need to add it over the direction the gun is facing.

    But as of now I have no clue how to format that: Anyone have an idea on how that would be written?

  • You do not have permission to view this post

  • You do not have permission to view this post

  • You do not have permission to view this post

  • That's the problem, there *isn't* a directory set to autosave, but it did so multiple times without leaving any files behind.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Let me explain:

    Since Construct 2 has a tendency to randomly crash:

    I made sure my auto save was on, it auto saves every 20 minutes.

    I had NOT previously saved this project, so there wasn't a directory for that autosave file to go to.

    But during the span of this 5 hour dev time;

    It had auto saved at least three or more times, or at least, that's how many times I saw it do so, I was to focused on my work to realize how many times it did it exactly.

    So here are two questions I need answers to:

    1.) Where do autosave files go if there are no directories made previously for the auto save file to go?

    2.) What is the easiest way to find a autosave file?