lionz's Forum Posts

  • Instead of the choose you mentioned, you use random(x,y) to get a number between 1-100 and then if its 5 or less it will spawn the 5% rare item.

  • My subscription on C3 ran out yesterday oops. I'll check it out when I can, or someone else might.

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  • That share link isn't great, requires permission

  • If the initial event is running every tick then you add waits later on it will still start running every tick and spamming once it catches up, maybe it's doing this and running FPS times a second. This is unnecessary though, split it up into smaller events, why not?

  • Kind of hard to picture this but I guess my approach would be to do when player teleports, have the enemies that are following find path to the teleporter rather than the player which has now moved. Then when they teleport and move position you can detect line of sight again.

  • Instead of moving it straight to target pos, you set up a loop that runs move to on a local variable value starting from player pos, then +1 each time until it matches with target pos. So if you are at 1 and target 5, you set a local var to playerpos, add 1 and move to that tile. Then run a check, if local var not equal to target pos, so 2 not equal to 5, run it again - add 1 and move to that tile.

  • health could be a global variable. this continues into the next layout.

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  • Looks interesting, I pledged my support :)

  • I managed to pick an instance currently using a timeline doing the following :

    - Use timeline set instance to set that particular card to play the next timeline

    - Then add an action to play that timeline with tag object.UID

    - Then you can say on any keyframe finished, pick card with UID timeline.tags

  • Top event is running constantly. Take it out of a sub event into the top level, with the is start as part of the condition, then the trigger once will work as you expect. So is start, score check, trigger once - same event and not a sub event.

  • point64?

  • On picking up the damage bonus, you start a timer for 10 seconds and set a global variable to true. At the end of the 10 seconds you set this variable to false.

    On the logic for your shotgun use where its taking 1 from the ammo, you add a separate condition, if the global variable is true then don't do subtract 1 (don't do anything).

  • Ok for the last question that's interesting, umm you can give the object Persist behaviour that means between layouts it keeps the same variable setting. The second question, it sounds like you are doing it correctly just it was resetting. First question, it depends what you want the text to actually do. You can have it spawn, then fade out with a fade behaviour. The first question, is that relevant now, if you can only click it once ever then it should destroy the text and then when you click i guess nothing happens.

  • Well I guess the first bit is that you need to destroy the text after some time, maybe put it on a timer? Or depending you could have on clicked instance, destroy text and then create it so you only ever see one.

    Trigger once won't work for the second bit because object clicked is already trigger once. You have to lock out the instance as 'used' and you do this with a variable. Variable is set to false, when you click the instance you set it to true, and on the left you add a condition only if variable is false.