dop2000's Forum Posts

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  • Counter is just a name of a variable. When the dialogue starts, set counter to 0. Each time a dialogue line is shown, you need to increase it by 1. (up to the maximum number of lines)

  • Here is my version:

    dropbox.com/s/ga1lmu24525aas1/frankensentence2.c3p

    But instead of storing these texts in variables, I would of course use an array. Especially if you are planning to have hundreds of them.

  • choose() expression does exactly that - picks one random option.

    You probably need chooseindex() expression.

    Set Text To---> Chooseindex(counter, Array.At(0,1)Array.At(0,2), Array.At(0,3))

    After each time increase the counter variable.

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  • No, don't use "Trigger once" - it won't work correctly with multiple enemies.

    Play reloading sound only when a particular event happens, for example the enemy arrives to the reloading spot (Pathfinding On Arrived). Or when it starts the reloading animation.

  • In some cases it is easier to use a variable, I often do this in my projects. For example, when firing a weapon set cooldownTime to time+0.5

    There are many advantages of using Timer behavior though. You can pause/resume/cancel it. It conveniently triggers "On Timer" event for each instance. It works correctly when you change object's time scale. It has several expressions allowing to get the total or remaining time. And finally, you can run many timers, even with dynamically assigned tags.

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  • It's an elementary school level math..

    A+B*id

    If you want the make the initial delay shorter, change A.

    If you want to make the delay between instances shorter, change B.

  • Just reduce or remove 2.5s

    The interval between circles will remain 1.5s

  • Have you tried changing the values in that formula?

    2.5 seconds + object.id*1.5 seconds

  • Array is not needed. You can do all that with instance variables. Say, set a variable isClicked to 1 when player clicks the circle. Then you'll be able to pick all circles with isClicked=1 to display them.

    Do you know why it's taking so long to start the sequence? It's one of the timer event values, right?

    You are starting the timer for 2.5+object.id*1.5 seconds. So for the first instance it will trigger in 4 seconds, for the second in 5.5 and so on.

  • Like I said, you needed to add "Object id=0" condition above "Pick random".

    Instead of seq variable you can use loopindex.

    And remove "Trigger once" from all events! "Trigger once" not needed there and it can only cause problems when used incorrectly, for example inside loops.

  • "https://website.com/?name=" & PlayerName & "&score=" & GameScore

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  • I can't help you because it's important to know the order of events, how they are organized on the event sheet, and it's difficult to see when you post the code as text. At least make a screenshot.

    If I had to guess, your "Pick a random instance" condition sometimes picks an instance which has already been picked before. Try adding "Object compare variable id=0" just above "Pick random".