lionz's Forum Posts

  • With a simple array construct.net/en/make-games/manuals/construct-3/plugin-reference/array

    You could also take a look at the tutorials although they might be a bit more complex than you need. It would just be a 2D array where you select the icons and an item is added.

  • You can narrow it down by again picking the monster instance with UID targetUID for the overlap check. Or you can do something like checking if the instance with that UID still exists. The latter would be useful if in your game you have to destroy the bullet early before it reaches its destination by checking while bullet 'is moving' if that instance exists.

    And yes of course you would need an event for when there is a monster there on arrival. Not sure how your game works but if it's possible then you need to plan for that.

  • Not sure about target acquiring and if that would move to the correct monster, I've not seen it used like that before, but I guess if you pick a target then try and go to a monster it's not always the same picked thing, as you're not saying move to turret target but just any monster. The bit about destroying should work though hmm.

  • my lightning reaches its destination and the monster has moved, it simply stays put, not dying. The way I tried to go about this was something like "If move-to destination reached and no Monster collision detected, then destroy lightning" but it doesn't seem to activate...

    Please show the event you made for this.

    For the second event from looking I think you filtered the instances down to the one the lightning is overlapping then tried to pick all again. If it's a sub event you can open the picking again with pick all instances first then add the logic pick a random instance where UID is eclair variable.

  • I don't see why that would be the reason. You are talking about adding to a global variable? If you placed all chests on top of each other and the ball collided it would still add 1 to the variable for all chests hit.

  • Yes an Else would also work in this case. For 'not overlapping' you add the 'is overlapping' event and right click on it, select invert.

  • Well you have at least two conflicting events. One which says when attacking set animation to attack, while at the same time another says set animation to the player state. Cannot set them both at once so you'll have to stick with one of those methods.

  • And the problem is?

  • Even if you collided with multiple chests at the same time it would still run logic for all of them I would imagine if you had an event on collision with chest. You can check that by adding some logging.

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  • During the gameplay around the same time as saving the game to a slot you would save the important stats to local storage. When you launch the game/app you would load the local storage items on the save slot screen which would be the data to display. When you click the slot to load it would load the saved game, no need to load the variables at that point as they are included.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/local-storage

  • I guess they're going to be picking random throughout the game as well? Better to lock them out from being picked by having a 'chosen' variable, set it true/false etc when an operator has picked it to a find a path to.

  • I don't see an on start of layout event so for this you can run a special function, maybe pick all operators and get them to find a path? Depends how your game works.

  • Yes again picking, you need to pick the operator in the function that sends them home. Sort out this for all your logic to pick the correct one.

  • Which bit? Looks like it should work. The width thing is separate but should also work but there may be bugs.

  • You need to also specify the operator. Since you run the timer from a pathfinding condition you can send the operator UID through the function as a parameter. Then within the function you can say 'pick operator where UID = param'.