Khodex's Forum Posts

  • I just understood my mistake, I did this change and it works :

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  • Hello community !

    I have platforms that can move into water and I would like to create 1 particle for each platform which is going into the water. So, I made this :

    But the result is THIS : particles are emitted infinitely because of the loop and I want them emitted only once per platform.

    In my opinion, the loop is not a good idea or maybe I'm using it badly. What could I do ?

    Thanks a lot.

  • Thanks a lot blackhornet !

  • The lens has a variable instance "EmitsBeam" which is ON when a beam overlap it. It works.

    I tried to create this event :

    When a lens is ON, I try to select a beam with and ID equal to the lens UID and then I used the "PickedCount" to check if = 0 and if so, create a Beam.

    It doesn't work but maybe I missunderstood something...

  • OK lionz I see...

    To clarify, when a beam is created from a lens, its variable instance "ID" becomes equal to the Lens' UID it comes from.

    So, I would like to create an event which says this :

    If a Lens is receiving a Beam AND if no Beam with the same ID of the Lens' UID exist

    Then, create a Beam with ID equal to Lens' UID.

    But I don't know how to check if a beam with a specific variable instance exists in the scene before to create one. Could you help me on that please ?

    Thanks a lot !

  • Hello everyone ! I'm trying to create a sort of mini-game in which a beam is reflected by lenses and it's easy to create the first beams but I don't know why, I have a problem with the "create" action. Indeed, it creates several instances of a beam sometimes but it's not supposed to be the case.

    Here is a link to get the .c3p file.

    The source of the beam is the black triangle in the middle. I can rotate it and I can rotate each lens in order to redirect the beam towards another lens.

    When a beam reaches a lens, this lens has a boolean "EmitsBeam" activated and, thanks to it, the lens is supposed to emit a new beam but I'm totally blocked ! Could someone help me ?

    Sometimes there is one beam emitted from one lens so it's OK, but sometimes no beam is emitted and other times one lens is emitting multiple beams, which is not supposed to happened.

    Thanks a lot.

  • It's exactly what I needed ! Thanks a lot dop2000 !

  • Hello everyone !

    I would like to click an object and, by doing so, pick all other instances of this object in the scene to apply an action on them.

    Is there any expression I would need for it ?

    Thank you !

  • Thanks a lot for your answers and for the .c3p file, it is very useful !

  • Hello ! I have the feeling that the answer to my question is easy but I'm really stuck so I prefer to ask.

    I want to create situations in which my character could use an open door to be "teleported" to its twin, here from open door A to closed door B. By doing so, the player will open up the door B and it will be also usable in the opposite way (from B to A).

    These doors are the same object playing a different animation. By opening the door B, this one will play the "open" animation, that's all. In a level, I can have several doors but they work in pairs only. That's why I use a "channel" which is an instance variable to be able to "link" two doors between them only and not with other doors. By using the open door A channel 1, the player will only reach the door B channel 1. Same for channel 2 and so on...

    My question is : how can I create an event in which the player is overlapping a door of channel X and to select the other door which has the same channel to define the position of the character on it ?

    I hope that I'm clear ! Thanks a lot for your future answers.

  • I absolutely didn't know about this expression, thanks a lot Magistross !

  • I'm surprised that there is no option in the "overlap" event to choose the number of instance to overlap in order to activate the action.

  • I'm not sure I understand BadMario. I put the .c3p file here if you want to take a look.

    Here is my event sheet but it makes the global variable increase, it doesn't count the number of overlapping squares. :/

  • Hello !

    I have several green squares in my scene (same object but several instances of it) and I have a circle that I can move.

    I would like to activate an action when the circle is overlapping more than one square but I don't find the correct event.

    Could someone help me ? Thanks a lot !

  • Is there any answer to this problem ? I encountered the same one.