lionz's Forum Posts

  • You can check array in debug view to see if "FireEx" is actually added to the array as expected. If it is then I would expect the UI to work though you move it to the bottom of the layer maybe it's hidden underneath other objects? Again you can check in debug view if the icon exists and its location.

    Adding items to the inventory depends on the design of the game and what happens when you pick them up. If you push the item name to the back of the array it is like adding items to a list. For example if your array size is 1,1 instead of 3,1 as you described, if you pick up the FireEx and push FireEx to the back of the array it would appear at 1,0 in the array, same as where you hardcoded it to appear at 1.

  • Construct 3 didn't arrive with 3D stuff, it was a new feature that was added and not everyone is making use of it or is an expert in it.

  • > Oh okay, then click on each event and press "i" :]

    But it will mean any object where X != 1 and Y != 2. Its not the same. Am i wrong?

    > do the above and add an else below where you do the actions you want.

    Hmmm... this sound reasonable. I'll try. Not exactly what i want, but should work, i guess.

    The above is exactly what you need, the Else is where it runs if the instance doesn't exist with those variable values.

  • There's a system condition Pick random instance, I would first get it working with this and every X seconds. You pick a random instance every X seconds and run the new movement logic. Maybe change a variable on the instance if you need to stop the default movement, so all instances with a certain variable set will only run default movement. Something like if var=0 continue with default movement, and for the one that was picked to go off screen you set the var to 1, then back to 0 when it's finished.

  • Hi welcome! This is a common issue where it is trying to play several animation at the same time. So likely it is trying to do something like play a walk animation and a carry animation together.

    To resolve this you would need to add conditions to rule out animations and ensure two are not played at the same time, for example on your walk animations set up with keys you would add a condition 'carry key is not pressed' or 'carry animation is not playing', something where it will only walk when you are not carrying.

  • Not really an issue with the template is it. Taking a template then making edits, seeing its broken and asking someone else to fix it is not the best way to learn Construct. Better to make your own game to understand Construct and use the template as a guide.

  • I don't think you can stop the event in the middle like that. Better to restructure your events to suit what you want. Like I first mentioned a long string of events attached to a trigger once is not great anyway.

  • So as above should work, on the event that has a trigger once you add another condition for some variable to = 0, then when the boss health drops to 0 you set that variable to 1, means it won't run that logic again.

  • Again I don't know what event you mean. If you want to stop something from happening when health drops to 0 then make an event to change a different global variable from 0 to 1 if health drops to 0. Then the events you don't want to run if this happens you can add the condition that the variable is 0 because when it changes to 1 it'll never run. So that locks out those event for the rest of the game if that's what you want.

  • Stop which one? It's a bit confusing. The one event that might need a trigger once doesn't have it, for the boss health. What problem are you having or where is it?

  • Nope, don't think of it as trigger once forever, it's trigger once 'at the time' or when true/triggered. If your boss HP goes back to 500 and again drops to 0 then that event would trigger again, but once.

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  • A trigger once on its own doesn't mean too much, you should add it to the triggering event to turn it into a trigger once, such as the enemy's hp dropping to 0.

  • When you click on the instance to pick it then all instances are narrowed to just that 1, so you should first store the UID of the one you picked as an action probably in a local variable.

    Then in a sub event of the click event, open up the instances again by using Pick all instances, then you can set the new animation on all instances. For the one you clicked earlier you can then pick instance by UID and set the correct animation since it would've just changed with the pick all.

    You could also set a variable to a different value on the one that was picked, you just need a way of differentiating it from the other instances.

  • There's no such thing as teleporting it, when you join a new layout everything is created again yeah. How you recreate the sprite depends on what you are trying to do. If you make it global then it's going to be in every layout, probably that is not what you want. You could do on start of layout and create object by name, having stored the name of the object in a global variable in the previous layout.