dalprodal's Forum Posts

  • 12 posts
  • You need the trigger at the top level, so that's better, but it also looks like your main event is running constantly, which means the timer is constantly being reset, so never triggers. Add the extra check for whether the timer is not already running.

    thank you It helped me

  • Well you didn't need to create a new post but if you make the 2 events like I mentioned above it should work. On start of layout is so that the timer starts only once, and then the on timer should be a new event.

    oh I thought I need to create one more post when you said create a new post :D

    Finaly nailed it! Timer Behavior helped.

    But here is one thing in case someone met same problem, you need to start timer one more time when you try to update it with changed instance.

  • Yes if you are having trouble with timers then post again and with a screenshot of the events preferred.

    Yep timer doesn't work, create a post within a problem - construct.net/en/forum/construct-2/how-do-i-18/timer-behavior-168037

  • I also tried to move condition ON TIME out of main dependence but it still doesn't work

  • I don't know why but my timer don't want to trigger.

    Here is what I want to do:

    I want to object A and object A2 look on their own variable and repeat spawn mobs separately.

    Object A instant variable = 1sec

    Object A2 instant variable = 2 sec

    Object A spawn every 1 second.

    Object A1 spawn every 2 seconds.

    Here is a screenshot

    When I replace all timers with system "Every x seconds" it works but for all of them, not for each one separately.

  • Yep, I also tried it, but have some troubles with catching values.

    Thank you, I’ll try to use timer one more time

  • I want to object A and object A2 look on their own variable and repeat spawn mobs separately.

    Object A instant variable = 1sec

    Object A2 instant variable = 2 sec

    Object A spawn every 1 second.

    Object A1 spawn every 2 seconds.

  • When I create 2 object and use pathfind to move them, they ignore each other despite the fact I use solid behavior on them and use a solid as an obstacle.

  • For example I have 2 same object(mob_range) with instant variable.

    How can I triggered them separately from each other?

    Right now, both of them look on one object(which was first created).

  • > As I know Bullet behavior doesn't work without turret?

    Of course it works by itself.

    How can I shoot Bullet without using turret?

    The difference between Bullet and MoveTo is that Moveto will stop at enemy position, but Bullet will continue flying.

    I need to go Bullet directly to Enemy and chase them

    Turret can shoot at multiple enemies, but it needs time to turn to each of them.

    Yeah, I need to do it at the same time, that's why I decline it.

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  • As I know Bullet behavior doesn't work without turret?

    I tried to use turret but it's impossible for them to shot 5 targets in the same time

    Also you should probably use Bullet behavior for bullets, unless you want them to work like guided missiles.

    Try changing your code like this

    THANKS A LOT! THATS HELPED! I'll test it more and came back if something went wrong

  • Hello, I try to create a tower defence game and meet an issue. I want to add a multishot tower and I did it, but bullets fly to another tower

  • 12 posts