lionz's Forum Posts

  • Yes but you can't do that when adding it as an obstacle, it is the object or entire 'family'

  • Hey, if you already sorted the arrays out and ordered values on xyz then you should be able to pull values? Try it and see

  • From what I am seeing in the gif and from what you described below particularly 'The main issue is that its global and changes a different object's obstacles because they share the same family behavior.' you should go for specific objects outside the family.

    Families are good for applying one thing to everything in the family to minimize redundant events but they're not good for doing the opposite and setting one family member with one option and another family member with another option, for this you should go onto specific objects which also will inherit the behaviours to be used from the family.

  • "I'd much prefer a list of obstacles attached to one object. rather than applying it to all other object types in the family."

    That's what a family is used for. You can use the individual object if you don't want to apply to many objects.

  • On turret behaviour you are adding objects for the turret to target, on line of sight you are adding obstacles that block the line of sight. Maybe you are thinking about LOS in the wrong way.

  • You can use a loop from the array object for each x,y,z to compare if the current value is "1" for example, then when you have the location compare at Z=0

  • You have an issue because whatever method you used to pick random rows is producing repeated values. If you use the permutation table as mentioned it creates a shuffled set of numbers with no repeats so you can use this to take values from the array.

    You can send the UID of the sprite clicked through the function as a param, and then within the function if answer is correct select sprite by UID and set it to green.

  • 1. Use advanced random, something called a permutation table to generate a random sequence of numbers then pick the corresponding row from the array.

    2. Wouldn't you just set it to green as an action where you also set it to "Correct", or are you asking how to set it to green in general?

  • When you use condition object A on collision with object B, it picks that one instance of object A to destroy.

  • Yes that looks better, nice :)

  • It's strange that you posted an image of almost the full event but not all of it. If the controller works then I see no reason why the enter key wouldn't work. As a standard though I don't like to put trigger conditions in a sub event because things can get weird.

  • You can use the Mouse object, and 'on object clicked' condition.

  • Use a new object

  • right-click on object > clone object type

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  • Do you mean it should play only one sound in total for all instances? I am guessing so from what I'm reading as you describe multiple instances of the sound as incorrect. If that's not what you meant, then what you are hearing is correct, it's trigger once for 'each instance'. To do one sound triggered for all instances you could try starting a very short timer and then add a condition to play the sound only if the timer is not running. I am not 100% sure if it'll work since collisions are detected in the same tick and they may all be before the timer begins in the same tick.