faggatron's Forum Posts

  • you mean if you have like

    ...............A.......

    ............../........

    ............/..........

    .........../...........

    ........./.............

    ......../\.............

    .......B a |...........

    ........\ /.............

    ..........\.............

    ........... \...........

    .............C.........

    I think if you do angle(Bx,By,Ax,Ay)-angle(Bx,By,Cx,Cy) it should work

    (lol really bad ascii picture)

  • but imagine that the turret moves really slowly, and the bullet moves really fast, by the time it takes the turret to rotate to the angle at which linearaim gives on the first tick, the position it needs to fire at will have changed, and so will the linearaim expesssion, so it will have to keep rotating more, and won't actually get to the point on time.

    What I'm proposing is to make it work out exactly what is the best angle to fire at after (i suppose) x ticks that it will take to rotate to that position.

    As long as the speed of the target stays constant, so will the angle it's meant to be firing at.

    You might be right, I havent tested if that works, this is just my intuition, not sure if its necessary at all. It just seems to me that the current expression assumes that rotation is instant.

  • Is there no way you could just like tick a box in the object's properties to enable these things like rotations and collisions etc? I'm sure most of the time people won't want them all, and if you don't need them all then surely it will still be faster than using sprites, and therefore will still have a use. Then if you do want a particle object how it is now, without all this extra stuff slowing everything down, you just have all these things disabled and its just as fast as it ever was.

  • would like to see this also

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  • linearaim is a nice addition, I just added something similar to a current project of mine, but had to work out all the maths myself, so this definately makes things much easier when making this sort of thing in future .

    One thing that might be nice to add to it though (or a separate function) is take into account the rotation speed of the turret, so you would have like current turret angle and rotation speed as parameters aswell as all the others, and it would predict where it would have to rotate to.

    It might not be necessary but I think it would help in this sort of situation, if not others:

    <img src="http://www.quotecats.com/what/rotation.PNG">

    This will probably also make the maths much harder.

  • did you remove ctrl+F find in this version?? It's not working, that was extremely useful

  • awesome about autosaves, it's pissed me off so many times automatically CORRUPTING my files

  • Is there an easy way to reset global/private variables to their initial value, without either having to restart the game (or anything like that) or brute forcing it (doing set value to 1 set value to 4 set value to 20 ...)

    would be nice if there was a "get global initial value" or something so you could just set up a big loop to do it all for you

  • would be cool if you could make the paths curved,

    so like you have 2 points that it would usually move to in a straight line, then you could drag a box in the middle of the line one way or the other and it would bend the path so you could make nice curved paths rather than an approximated path using multiple straight lines.

  • thanks, that is useful

    pick by highest/lowest expression would be cool to see even if you can already do it a convoluted way, (much like this you could probably do a weird way before) it'd just simpler.

  • Quick question, what does the new pick by evaluate event do, I have a feeling it could help me out with something but I dont really know.

    Does it pick the highest/lowest of the expression entered or something like that?

    thanks

  • it doesnt seem to verify saves made with the autosave feature (it just corrupted my save file, all i did was load up a game and run it) when it autosaved it crashed and corrupted it

  • This is awesome

    EDIT: err save as doesnt work as far as i can tell, just does save

  • ahhh it all makes sense now, thanks

  • in event 4, if you replace the random number with the object's unique ID (object1.UID) - that makes it bulletproof.

    Did you try this? - because when I do it it doesnt work, (my original problem) they don't set to anything if you set it to object1.OID and they all set to one of the object1's if you set it to object2.OID

    I am assuming this is a bug???