dop2000's Forum Posts

  • See this post:

  • You guys need to read/watch some tutorials.

    Double-click anywhere on the layout -> Keyboard -> Insert.

  • Repeat 100 times

    ...Create object at X=500+100*cos(random(360)) , Y=500+100*sin(random(360))

    Where (500,500) is the center, 100 is the circle radius, random(360) is random angle.

  • Add Keyboard object to your project.

    Add event:

    Keyboard -> On key pressed (Space)

    Note, that "On key pressed" and "Is key down" events are different.

    If you need the action to be executed once, use "On" event. If you want it to continue executing while the key is down, use "Is" event.

  • You can use Text Box object.

    If you don't want to let users change the text, add this event:

    TextBox on text changed -> TextBox set text to "your text here"

  • Yes, you can do that.

    An easier way would be to add all 21 fruits to the layout and then delete random 18:

    And then move the remaining 3 sprites to their predetermined locations.

    There are lots of other ways how to spawn objects without duplicates, you can search this forum or tutorials.

  • Browser object has "On suspended" and "On resumed" events.

  • This is how you fire a "spray" of 5 bullets with 4 degrees between them:

    For x= -2 to 2

    ...create Bullet at Character (x, y)

    ...Bullet set angle to (Character.angle + loopindex*4)

  • You can pass data in URL parameters.

    website .com/mygame.html?mypath=~wp-content~plugins~foo-game~scripts

    Then use Browser.QueryParam("mypath") to retrieve this parameter and replace "~" symbol with "/"

    There may be other ways too, but this is the only one I know.

  • ex32

    Select first sprite, copy its coordinates (from "Position" field on the left properties panel).

    Select the second sprite, paste coordinates to its "Position" field.

    It takes 2 seconds.

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  • Vonca

    Create an instance variable shotCounter.

    After each shot add 1 to shotCounter.

    If shotCounter<3, start short timer to fire another shot.

    If shotCounter=3, start a longer ("cooldown") timer.

    On "cooldown" timer reset shotCounter to 0 and you can shoot again.

    Note that it doesn't take into account LoS.

    You might want to add another instance variable - EnemyUID to the turret.

    When an enemy is in LoS, save enemy.UID to this variable.

    Then fire 3 bullets at that enemy (every time picking it by EnemyUID).

    After the "cooldown" timer check LoS again and repeat.

  • NetOne

    Yes, this is one of the main features of containers - when you pick one object, other objects from the container are picked automatically.

  • Thanks!

  • It's better to use Timer behavior. You can run different timers for each turret instance, pause/cancel timers if needed etc.

    Restart the timer after each shot. After 3 shots start a longer timer.

  • Probably not a bug.. I think what happens is the first "Is overlapping" condition picks instances of Team1 object. So the remaining System conditions in this event are comparing X for picked instances only. If "Is overlapping" picked 0 instances, then the rest of OR block has nothing to compare.

    If you change the event like this, it works:

    That being said, there are problems with OR-blocks in C2.

    See this comment from Ashley: