lionz's Forum Posts

  • If you're talking about what I think you're talking about then it's probably an inventory or some UI in an RPG that displays a bunch of stats between layouts. You can use arrays for storing stats in one object, you can then display the position of the array in a text box on start of each layout. Setting the textbox to be a global object to retain the text though should work though.

  • They both do the same thing.

  • You could make it a global object, under object properties. Once you've set the text or typed the text in once, it'll keep its text between layouts.

  • You got something wrong in the code. You can target something off screen. Objects can move while they are off screen. You may have specified that something has to be on screen, which is an event condition.

  • The fact that they are in a container should only affect the last action which is when you do the action on B. It will also do the action on the A in a container with B, that's just how containers work. The part about picking separate B for an overlap with A should be fine.

  • Can you rephrase. Yes you can simulate left on one object and simulate right on another using the platform behaviour actions but I'm sure that's not what you're asking here, maybe..

  • It's because you're picking the hurtbox and then destroying a hurtbox and enemy so the hurtbox is picked correctly as the one you jump on but then you are saying destroy all enemies. You can fix it by putting the hurtbox in a container with the enemy and remove the destroy enemy action. This will then destroy the hurtbox but also the enemy that is attached to it. Another way is to relate the hurtbox to the enemy with a variable ID and destroy the ones that match but a container should be easier.

  • yes the duplication can occur as it can pick the same fire rate. The timer, you start counting down when something happens. Then an event 'on timer' activates when the timer finishes.

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  • Yes it's choose(1,3,4) to pick one at random, if that's what you want?

  • Again, all I'm trying to do is make different instances of the same object fire at consistently different rates I could set.

    Well I've done it here in 2 events. https://www.dropbox.com/s/uwzrvqdh2tlu9 ... .capx?dl=0

    I did it two ways, you can either set the timer wait period to the fire rate, or you can set the speed of the bullet to the fire rate. Both have the same outcome.

    If what you want is for all t1 to fire at the same changing fire rate and all t2 to do the same etc, then you can split out the family event into the 4 types of ship.

  • You can set the instance variable to a random value, it's random(x,y) to pick a random value within a range or choose(x,y,z) to pick one from many.

  • Anything is possible, just explain exactly what you want to happen.

    This one picks a ship at random, and each ship type has the same assigned fire type. https://www.dropbox.com/s/so9p2jdpzbsse ... .capx?dl=0

    You can't instruct people not to buy C3 and C2 lol.

  • Do the events have to be run in order one by one for any particular reason? You could just have them act independently by giving them their own states for what they're currently doing.

  • There you go https://www.dropbox.com/s/4u3skfkbf1612 ... .capx?dl=0

    The logic can be tidied up even more with a function, it really depends on what randomness is supposed to happen.