LittleStain's Forum Posts

  • Got it working

    Had to do a workaround, but got it working..

  • Nope, it kills random walking one, not one that is in colision with running one.

    Really strange, because I don't have that problem in my capx, not even when trying 25 times..

    Are you sure you've recreated my event exactly like above?

    My capx

  • Without any further information, maybe something like this?

    Create global variable type Text - AnimationTime

    on object destroyed - system set variable AnimationTime to "yes"

    on specific key pressed

    system compare variable AnimationTime = "yes"

    play animation

  • This should work to destroy both objects in the collision, only when one of them is running..

  • From the above events it is unclear to me what you want to happen.

    What I do see is that you are trying to pick an npc with action="walk" form an earlier pick of npc with action=run, which seems impossible..

  • My solution is without plugins, right?

    https://dl.dropboxusercontent.com/u/485 ... ratch.capx

  • right click the event

    add another condition

    choose angel_01

    choose pick nearest (It's in the Size & Position - part)

  • For pick instances, all I have are

    Pick All

    Pick by Evaluate

    Pick overlapping point

    Pick by comparison

    Pick nth instance

    Pick Random Instance

    but no nearest

    What I'm trying to do is make it so the angels freeze when the light is on them. However, if one is behind another, in its "shadow," it is free to move around it.

    It is not a system event, it's an event of the object..

    So: "Angel_01 pick nearest" and not: "system pick nearest.

  • Ok, this would not be the way to do this..

    If you'd like to do something like this, it might be better to have the nearest player spawn an object which obstructs the sight..

  • it's not an action.. its an event. it's under System

    it sounds like you need to use it as a "sub-event"

    I can't tell what you are trying to do.. but it should be something like this

    CHECK the RANGE in a top level event like this:

    if range < 200

    (add a sub_event of this check) System Pick Nearest sprite etc... then add an action once you pick the nearest sprite...

    jobel

    it's not a system event or condition, pick nearest is an object event/condition..

    so you don't use system pick nearest, but sprite pick nearest to a specific point..

  • Why would you want the enemy to obstruct the line of sight?

    I would think you wanted the to use the line of sight to see the enemy..

  • It's not an action, it's a condition..

  • The pick nearest event/condition doesn't have a range..

    When using pick nearest the way described below you can set your range to whatever you want for only the nearest enemy within LOS will be used for the actions.

    player has line of sight to enemy

    enemy pick nearest to player.x,player.y

    player shoot at enemy

  • When you select an object inside the editor on the left you find the properties bar..

    click add/edit instance variables..

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  • add a condition to the event that makes the player rotate..

    mouse is not over pause button..