lionz's Forum Posts

  • Some of these conditions can be true at the same time. The first two conditions overwhelm any other events. The is blocking event should also specify not moving. The is moving event should also specify not attacking and not blocking etc.

  • Jump button is down : simulate control jump

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  • Yep sounds good :)

  • Yep in the condition you need to pick the instances. Weapon held but if there is only one weapon then fair enough and also the weapondrop object. So I guess you would use player is overlapping weapondrop or something similar.

  • There is only one weapondrop instance in the game? Are you sure? Looks like weapon is being assigned default values from a weapondrop instance instead of one you have selected and then the others update as expected, weapon stats to variable and then variable to weapondrop.

  • Nice :) good luck

  • The bit about it triggering once is also important or you're going to see constantly swapping variables. What does the start of the event look like ?

  • You made the basic_attack variable but didn't use it. If you add a condition basic_attack is false then it locks the player out from pressing up until everything has finished.

  • You are not picking the currently held weapon in the condition, you need to do this to set those values to the temporary variable. Then when you use weapon.id etc it will relate to the currently held weapon. Also make sure it's a trigger once event on a key press or similar and not running constantly.

  • Either the tile map is 32x32 or 16x16 not both

  • you said,

    "..On key released - stop this timer. On timer event - play animation2."

    I didn't ask about execution when a key is released.

    How are you hoping to create functionality for when a key is pressed down without also checking if the key is no longer pressed down?

  • dop2000 lol nice, same solution. Well we can't help any more than that...

  • Looks like a timing issue, it's in the same tick so it thinks you are in idle animation. You could add a very small wait time above the spawning of it, or rework the events for example if you set the animation in the arrow key event itself then it works.

  • Not if it's one frame but feel free to share a working link

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