jobel's Forum Posts

  • Magistross oh excellent!

    also note the mouse pointer has to be on a parallax 0,0 layer as well.

    I have my "HUD" and a layer above that called "mouse layer" since I always want my mouse on top of everything, but I had to have it be full scroll mode when I was using plain old mouse.x/y

    Thanks ALL!

  • dop2000 wow, I didn't know you can reference specific layers with the X/Y methods? but now the debug numbers make sense! I was seeing crazy number differences between MousePrevX and Mouse.X

    THANKS!

  • I'm currently doing this... it works fine on layouts that don't scroll. But my gameplay layout scrolls with the player and the mouse is constantly moving even though the player is not touching it. So it is not auto-hiding.

    Any suggestions?

  • same here it hasn't happened to me since I turned UI Animations off! (also 10 days ago) and I use C3 daily. so I'm hoping that was it!

  • 1StepCloser oh it is! and thanks!

  • no, I had a bug and I could see I was setting the ParentUID to a valid value, but at runtime it was null. I couldn't find where else I was setting it.

    I recently moved a bunch of code to #includes to be reused and I thought maybe it was something I was doing there.

    However, the problem ended up being that I forgot to add an object to this new layout and because that object never got created, when it spawned a new muzzleFlash it couldn't spawn anything because it didn't exist in the layout, so the next time I referenced a new muzzleFlash, it never was spawned so it picked the previously created muzzleFlash and put a null value (because I reference an object that didn't exist as the Parent) in the instance ParentUID.

    so the problem came from moving to a new layout and reusing existing code.

    But that's how debugging goes, you investigate one area to make sure you aren't doing something you overlooked and then from there you eliminate all the easy stuff. It was in that elimination phase that I was trying to rule out just assigning it a value I did not mean to... and the search function was making it really difficult.

    I've been working on this game for about 19 months, so it's pretty large! I won't be done for another 10-12 months.

    thanks for the help!

  • 1StepCloser I appreciate you trying to help, but haha that's such a convoluted approach! I mean, it works, sort of--I still have a scroll through a huge list. I think the Construct Team can do a little better than that!

  • you cannot Search that result window. I can open it to a window and I can search it.. but that is useless since it can't take me to the code. I have thousands of events and actions and need the GoTo option.

  • 1StepCloser does the search results need to be in a window or at least not in a popup? my search results are in a pop-up dialogue box... hitting CTRL F does nothing.

  • 1StepCloser thanks yes I still get lots of results because of the ParentUID is on other objects as well

    I need to somehow only select muzzleFlash: Set ParentUID but I can't figure out the syntax.

  • so I have 126 results, all I want to see is all the places I'm setting the instance var ParentUID

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  • How do I search all event sheets looking for a specific action Setting an Instance variable?

    Search doesn't seem to like wildcards.

    I tried:

    "Set <variable name>"

    "<Objectname> Set"

    and lots of other variations.. nothing works. I have SO many actions that have the object's name and use the instance. I only want to see where I am using the Set Action because I'm trying to debug something... its REALLY hard to see!

  • looks great Taximan - are you doing those cutscenes on the phone as well? are you just using the video player or something else?

  • yup that worked! I just put the bool init in the first Start of Layout of the #include. I thought they all triggered together, I guess not! weird.

  • when do #include sheets happen in order of the main sheet that calls them?

    I have #includes that use "On Start of Layout", but I also have other #includes that run "For Eaches"

    but one #include has a OnDestroy Trigger in it. However I have a global bool called 'NotFirstTime' that at the very end of the sheet I set to TRUE. So the Trigger is:

    OnDestroy && NotFirstTime then trigger the sfx

    It used to work fine with I had my Destroys in the main sheet. But my Destroys list got so big I put it in an #include. Now at the beginning of the sheet I hear all the sfx from that first On Start of layout Destroy.

    Does it matter where you place the #include?